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    Searched refs:RSD_CALL_GL (Results 1 - 9 of 9) sorted by null

  /frameworks/rs/driver/
rsdProgramRaster.cpp 38 RSD_CALL_GL(glEnable, GL_CULL_FACE);
39 RSD_CALL_GL(glCullFace, GL_BACK);
42 RSD_CALL_GL(glEnable, GL_CULL_FACE);
43 RSD_CALL_GL(glCullFace, GL_FRONT);
46 RSD_CALL_GL(glDisable, GL_CULL_FACE);
rsdProgramStore.cpp 159 RSD_CALL_GL(glColorMask, ps->mHal.state.colorRWriteEnable,
165 RSD_CALL_GL(glEnable, GL_BLEND);
166 RSD_CALL_GL(glBlendFunc, drv->blendSrc, drv->blendDst);
168 RSD_CALL_GL(glDisable, GL_BLEND);
172 RSD_CALL_GL(glDepthMask, ps->mHal.state.depthWriteEnable);
174 RSD_CALL_GL(glEnable, GL_DEPTH_TEST);
175 RSD_CALL_GL(glDepthFunc, drv->depthFunc);
177 RSD_CALL_GL(glDisable, GL_DEPTH_TEST);
180 RSD_CALL_GL(glDepthMask, false);
181 RSD_CALL_GL(glDisable, GL_DEPTH_TEST)
    [all...]
rsdFrameBufferObj.cpp 134 RSD_CALL_GL(glViewport, 0, 0, width, height);
138 RSD_CALL_GL(glGenFramebuffers, 1, &mFBOId);
140 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, mFBOId);
148 RSD_CALL_GL(glViewport, 0, 0, mWidth, mHeight);
154 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, 0);
156 RSD_CALL_GL(glViewport, 0, 0, rsc->getWidth(), rsc->getHeight());
rsdShader.cpp 245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
246 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
252 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
256 RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf);
260 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
361 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
363 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
365 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
369 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd)
    [all...]
rsdGL.cpp 161 RSD_CALL_GL(eglMakeCurrent, dc->gl.egl.display,
163 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surfaceDefault);
165 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surface);
167 RSD_CALL_GL(eglDestroyContext, dc->gl.egl.display, dc->gl.egl.context);
173 RSD_CALL_GL(eglTerminate, dc->gl.egl.display);
247 RSD_CALL_GL(eglInitialize, dc->gl.egl.display,
482 RSD_CALL_GL(eglSwapBuffers, dc->gl.egl.display, dc->gl.egl.surface);
521 RSD_CALL_GL(glClearColor, r, g, b, a);
522 RSD_CALL_GL(glClear, GL_COLOR_BUFFER_BIT);
526 RSD_CALL_GL(glClearDepthf, v)
    [all...]
rsdMeshObj.cpp 169 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID);
170 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
173 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0);
174 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
178 RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len);
rsdAllocation.cpp 110 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID);
111 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1);
116 RSD_CALL_GL(glTexSubImage2D, t, lod, xoff, yoff, w, h, drv->glFormat, drv->glType, ptr);
125 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID);
126 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1);
144 RSD_CALL_GL(glTexImage2D, t, lod, drv->glFormat,
149 RSD_CALL_GL(glTexSubImage2D, t, lod, 0, 0,
158 RSD_CALL_GL(glGenerateMipmap, drv->glTarget);
170 RSD_CALL_GL(glGenTextures, 1, &drv->textureID);
186 RSD_CALL_GL(glGenTextures, 1, &drv->textureID)
    [all...]
rsdGL.h 23 #define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWatchdogGL(nullptr, 0, nullptr)
rsdRuntimeStubs.cpp 823 RSD_CALL_GL(glDrawArrays, GL_TRIANGLE_FAN, 0, 4);
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