/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); [all...] |
/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");
|