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  /device/generic/goldfish/opengl/system/GLESv1_enc/
gl_entry.cpp 69 void glDeleteTextures(GLsizei n, const GLuint* textures);
89 void glGenTextures(GLsizei n, GLuint* textures);
286 void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures);
670 void glDeleteTextures(GLsizei n, const GLuint* textures)
674 ctx->glDeleteTextures(ctx, n, textures);
792 void glGenTextures(GLsizei n, GLuint* textures)
796 ctx->glGenTextures(ctx, n, textures);
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  /external/deqp/modules/gles3/functional/
es3fShaderTextureFunctionTests.cpp 247 float w = (float)c.textures[0].tex2D->getWidth();
248 float h = (float)c.textures[0].tex2D->getHeight();
254 float w = (float)c.textures[0].tex2DArray->getWidth();
255 float h = (float)c.textures[0].tex2DArray->getHeight();
261 float w = (float)c.textures[0].tex3D->getWidth();
262 float h = (float)c.textures[0].tex3D->getHeight();
263 float d = (float)c.textures[0].tex3D->getDepth();
271 float d = (float)c.textures[0].texCube->getSize();
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod);
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es3fFboCompletenessTests.cpp 121 // as valid for textures, since EXT_color_buffer_(half_)float brings in
205 // and textures, the value of RENDERBUFFER_SAMPLES is zero."
214 // textures, or none of them are.
  /frameworks/base/docs/html/google/play/publishing/
multiple-apks.jd 37 <li><a href="#TextureOptions">Supporting multiple GL textures</a></li>
441 as textures&mdash;based on the build configuration.)</p>
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  /external/deqp/modules/gles2/functional/
es2fShaderTextureFunctionTests.cpp 187 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
188 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); }
577 // Default textures.
es2fTextureUnitTests.cpp 132 // The fragment shader calculates the average of a set of textures.
612 // Make the textures.
630 // Generate textures.
824 // Setup textures.
899 GLU_EXPECT_NO_ERROR(context.getError(), "Set textures");
916 GLU_EXPECT_NO_ERROR(context.getError(), "Delete textures");
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  /external/drm_hwcomposer/
glworker.cpp 41 // TODO(zachr): use hwc_drm_bo to turn buffer handles into textures
306 TextureSource textures[MAX_OVERLAPPING_LAYERS]; member in struct:android::RenderingCommand
331 RenderingCommand::TextureSource &src = cmd.textures[cmd.texture_count];
624 // TODO(zachr): handle the case of too many overlapping textures for one
650 const RenderingCommand::TextureSource &src = cmd.textures[src_index];
  /external/mesa3d/src/gallium/state_trackers/dri/drm/
dri2.c 52 struct pipe_resource *ptex = drawable->textures[ST_ATTACHMENT_BACK_LEFT];
55 if (ptex && ctx->pp && drawable->textures[ST_ATTACHMENT_DEPTH_STENCIL])
56 pp_run(ctx->pp, ptex, ptex, drawable->textures[ST_ATTACHMENT_DEPTH_STENCIL]);
223 pipe_resource_reference(&drawable->textures[i], NULL);
279 drawable->textures[statt] =
  /frameworks/base/docs/html/training/multiple-apks/
texture.jd 1 page.title=Creating Multiple APKs for Different GL Textures
50 the fact they don?t all support the same set of GL textures. It may seem at the outset as though
77 <p>The Android Developer Guide provides a handy reference of some of common supported textures on
164 <p>With regards to GL Textures, that last rule is important. It means that you should, for
174 size, and it?s up to the APK to support a range of them. With textures, the APK will generally
  /external/deqp/modules/gles2/stress/
es2sLongRunningTests.cpp 166 "Delete textures at the end of each iteration, and re-create at the beginning of the next",
171 "Don't reuse textures, and only delete them when given memory limit is reached",
306 (string() + "Use both buffers and textures wastefully" + memoryLimitCases[memoryLimitNdx].descSuffix).c_str(),
  /external/deqp/modules/gles3/stress/
es3sLongRunningTests.cpp 166 "Delete textures at the end of each iteration, and re-create at the beginning of the next",
171 "Don't reuse textures, and only delete them when given memory limit is reached",
306 (string() + "Use both buffers and textures wastefully" + memoryLimitCases[memoryLimitNdx].descSuffix).c_str(),
  /external/mesa3d/docs/
RELNOTES-4.1 38 It allows depth (Z buffer) data to be stored in textures.
43 Shadow mapping with depth textures.
70 Allows one to use textures with sizes that are not powers of two.
  /external/mesa3d/src/gallium/drivers/nv50/
nv50_miptree.c 218 /* For 3D textures, a mipmap is spanned by all the layers, for array
219 * textures and cube maps, each layer contains its own mipmaps.
312 /* only supports 2D, non-mipmapped textures for the moment */
  /external/mesa3d/src/gallium/state_trackers/egl/fbdev/
native_fbdev.c 99 unsigned int *seq_num, struct pipe_resource **textures,
106 if (textures)
107 resource_surface_get_resources(fbsurf->rsurf, textures, attachment_mask);
  /external/mesa3d/src/gallium/state_trackers/egl/x11/
native_ximage.c 197 unsigned int *seq_num, struct pipe_resource **textures,
209 if (textures)
210 resource_surface_get_resources(xsurf->rsurf, textures, attachment_mask);
  /external/mesa3d/src/gallium/state_trackers/xorg/
xorg_renderer.c 441 struct pipe_resource **textures)
448 textures);
543 debug_assert(!"Unsupported number of textures");
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_context.c 251 * the default textures.
304 * setting allow larger textures.
407 /* yuv textures don't work with some chips - R200 / rv280 okay so far
  /external/replicaisland/src/com/replica/replicaisland/
Game.java 58 * Also note that textures are not loaded from the resource pack by this function, as OpenGl
89 // Short-term textures are cleared between levels.
93 // Long-term textures persist between levels.
  /external/skia/include/core/
SkImage.h 136 * Create a new image by copying the pixels from the specified y, u, v textures. The data
137 * from the textures is immediately ingested into the image and the textures can be modified or
  /external/skia/src/gpu/
GrLayerCache.h 203 texture->ref(); // non-atlased textures carry a ref
206 fTexture->unref(); // non-atlased textures carry a ref
262 // ref on a GrTexture for non-atlased textures.
  /external/skia/src/gpu/gl/
GrGLCaps.cpp 130 // and GL_RG on FBO textures.
406 // Unextended ES2 supports NPOT textures with clamp_to_edge and non-mip filters only
410 // ES2 supports MIP mapping for POT textures but our caps don't allow for limited MIP
411 // support. The OES extension or ES 3.0 allow for MIPS on NPOT textures. So, apparently,
424 // Our render targets are always created with textures as the color
464 // Texture uploads sometimes seem to be ignored to textures bound to FBOS on Tegra3.
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  /external/skia/tests/
GpuLayerCacheTest.cpp 108 // locking & unlocking textures).
162 // Unlock the textures
338 // Unlock the textures
  /external/webrtc/talk/app/webrtc/objc/
RTCOpenGLVideoRenderer.mm 80 // Fragment shader converts YUV values from input textures into a final RGB
159 // of 3 textures are used here, one for each of the Y, U and V planes. Having
316 // Set parameters for each of the textures we created.
  /frameworks/native/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/
GL2CameraEye.java 288 int[] textures = new int[1]; local
289 GLES20.glGenTextures(1, textures, 0);
291 mTextureID = textures[0];
  /external/mesa3d/src/mapi/glapi/tests/
check_table.cpp     [all...]

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