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  /external/skia/src/gpu/glsl/
GrGLSLShaderBuilder.h 29 * We put texture lookups in the base class because it is TECHNICALLY possible to do texture
31 * shaders will result in a shader compilation error as texture sampler uniforms are only
33 * actually wants to do texture lookups in a non-fragment shader
35 * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be
38 /** Appends a 2D texture sample with projection if necessary. coordType must either be Vec2f or
39 Vec3f. The latter is interpreted as projective texture coords. The vec length and swizzle
  /frameworks/base/libs/hwui/
Glop.h 36 class Texture;
49 // Mesh has texture coordinates embedded. Note that texture can exist without this flag
86 * vertex/index/Texture/RoundRectClipState pointers prevent this from
122 Texture* texture; member in struct:android::uirenderer::Glop::Fill::TextureData
127 } texture; member in struct:android::uirenderer::Glop::Fill
  /frameworks/base/libs/hwui/tests/unit/
OffscreenBufferPoolTests.cpp 38 EXPECT_EQ(64u, layer.texture.width());
39 EXPECT_EQ(192u, layer.texture.height());
102 EXPECT_EQ(64u, layer->texture.width());
103 EXPECT_EQ(64u, layer->texture.height());
116 EXPECT_EQ(128u, layer2->texture.width());
117 EXPECT_EQ(128u, layer2->texture.height());
129 // Note: this relies on the fact that the pool won't reject based on max texture size
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
ProjectiveTextureTest.java 26 import com.badlogic.gdx.graphics.Texture;
27 import com.badlogic.gdx.graphics.Texture.TextureFilter;
53 Texture texture; field in class:ProjectiveTextureTest
88 texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), Format.RGB565, true);
89 texture.setFilter(TextureFilter.MipMap, TextureFilter.Nearest);
152 texture.bind();
193 texture.dispose();
Bresenham2Test.java 23 import com.badlogic.gdx.graphics.Texture;
33 Texture result;
50 result = new Texture(pixmap);
PixelPerfectTest.java 24 import com.badlogic.gdx.graphics.Texture;
31 Texture tex;
42 tex = new Texture(pixmap);
PixmapBlendingTest.java 24 import com.badlogic.gdx.graphics.Texture;
32 private Texture text;
55 logoSprite = new Sprite(new Texture(pixD));
SpriteBatchTest.java 24 import com.badlogic.gdx.graphics.Texture;
25 import com.badlogic.gdx.graphics.Texture.TextureFilter;
37 Texture texture; field in class:SpriteBatchTest
38 Texture texture2;
84 spriteBatch.draw(texture, sprites[i], sprites[i + 1], 16, 16, 32, 32, scale, scale, angle, 0, 0, 32, 32, false, false);
180 texture = new Texture(32, 32, Format.RGB565);
181 texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
182 texture.draw(pixmap, 0, 0);
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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_sampler.c 213 struct pipe_resource *texture,
221 view->texture = NULL;
222 pipe_resource_reference(&view->texture, texture);
234 pipe_resource_reference(&view->texture, NULL);
268 struct pipe_resource *tex = view->texture;
271 /* We're referencing the texture's internal data, so save a
277 /* regular texture - setup array of mipmap level pointers */
288 /* display target texture/surface */
  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state_sampler.c 155 view->texture = NULL;
156 pipe_resource_reference(&view->texture, resource);
168 pipe_resource_reference(&view->texture, NULL);
250 * Find/create an sp_sampler_variant object for sampling the given texture,
254 * variant for multiple texture units because the sampler variant contains
255 * the texture object pointer. If the texture object pointer were stored
257 * multiple texture units.
265 struct softpipe_resource *sp_texture = softpipe_resource(view->texture);
  /external/mesa3d/src/mesa/drivers/dri/common/xmlpool/
es.po 39 msgid "Texture color depth"
59 msgid "Initial maximum value for anisotropic texture filtering"
63 msgid "Forbid negative texture LOD bias"
67 msgid "Enable S3TC texture compression even if software support is not available"
181 msgid "Number of texture units used"
185 msgid "Enable hack to allow larger textures with texture compression on radeon/r200"
189 msgid "Texture filtering quality vs. speed, AKA ?brilinear? texture filtering"
193 msgid "Used types of texture memory"
nl.po 36 msgid "Texture color depth"
56 msgid "Initial maximum value for anisotropic texture filtering"
60 msgid "Forbid negative texture LOD bias"
65 "Enable S3TC texture compression even if software support is not available"
189 msgid "Number of texture units used"
194 "Enable hack to allow larger textures with texture compression on radeon/r200"
200 msgid "Texture filtering quality vs. speed, AKA ?brilinear? texture filtering"
205 msgid "Used types of texture memory"
sv.po 36 msgid "Texture color depth"
56 msgid "Initial maximum value for anisotropic texture filtering"
60 msgid "Forbid negative texture LOD bias"
64 msgid "Enable S3TC texture compression even if software support is not available"
176 msgid "Number of texture units used"
188 msgid "At least 1 texture must fit under worst-case assumptions"
196 msgid "Texture filtering quality vs. speed, AKA ?brilinear? texture filtering"
200 msgid "Used types of texture memory"
  /external/skia/src/core/
SkBitmapProcShader.cpp 37 bool SkBitmapProcShader::onIsABitmap(SkBitmap* texture, SkMatrix* texM, TileMode xy[]) const {
38 if (texture) {
39 *texture = fRawBitmap;
322 // Must set wrap and filter on the sampler before requesting a texture. In two places below
331 SkAutoTUnref<GrTexture> texture(GrRefCachedBitmapTexture(context, fRawBitmap, params));
333 if (!texture) {
335 "Couldn't convert bitmap to texture.");
341 inner.reset(GrBicubicEffect::Create(texture, matrix, tm));
343 inner.reset(GrSimpleTextureEffect::Create(texture, matrix, params));
  /external/skia/src/gpu/batches/
GrAtlasTextBatch.cpp 92 GrTexture* texture = fFontCache->getTexture(this->maskFormat()); local
93 if (!texture) {
94 SkDebugf("Could not allocate backing texture for atlas\n");
103 texture));
107 texture,
259 GrColor color, GrTexture* texture) const {
286 texture,
297 texture,
305 texture,
  /external/deqp/android/cts/master/
gles3-rotate-landscape.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
gles3-rotate-portrait.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
gles3-rotate-reverse-landscape.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
gles3-rotate-reverse-portrait.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
  /external/deqp/android/cts/mnc/
gles3-rotate-landscape.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
gles3-rotate-portrait.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
gles3-rotate-reverse-landscape.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
gles3-rotate-reverse-portrait.txt 104 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_mediump
105 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.float_highp
106 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_mediump
107 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec2_highp
108 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.basic.vec4_mediump
109 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_mediump
110 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.float_highp
111 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_mediump
112 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec2_highp
113 dEQP-GLES3.functional.shaders.derivate.dfdx.texture.msaa4.vec4_medium
    [all...]
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/
RealisticShadowSystem.java 22 import com.badlogic.gdx.graphics.Texture;
69 /** @return First pass texture containing all depth maps. */
70 public Texture getTexture () {
  /external/libgdx/tests/gdx-tests-lwjgl3/src/com/badlogic/gdx/tests/lwjgl3/
MultiWindowTest.java 12 import com.badlogic.gdx.graphics.Texture;
22 static Texture sharedTexture;
31 sharedTexture = new Texture("data/badlogic.jpg");

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