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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_jit.c 157 LP_CHECK_MEMBER_OFFSET(struct lp_jit_context, textures,
  /external/mesa3d/src/gallium/drivers/r300/
r300_chipset.h 79 * - 24-bit depth textures
r300_context.c 43 struct r300_textures_state *textures = local
50 /* Textures. */
51 for (i = 0; i < textures->sampler_view_count; i++)
53 (struct pipe_sampler_view**)&textures->sampler_views[i], NULL);
  /external/skia/resources/
slides_content2.lua 98 -- pre-uploading of textures
  /external/skia/src/gpu/
GrTextureProvider.cpp 71 // Currently we don't recycle compressed textures as scratch.
  /external/skia/src/gpu/gl/
GrGLProgram.cpp 85 // we set the textures, and uniforms for installed processors in a generic way, but subclasses
  /external/skia/src/gpu/vk/
GrVkProgram.h 138 // GrVkResources used for sampling textures
  /external/webrtc/talk/app/webrtc/androidtests/src/org/webrtc/
GlRectDrawerTest.java 154 // Upload the YUV byte buffer data as textures.
208 * with creating OES textures in the following way:
222 * Stub class to convert RGB ByteBuffers to OES textures by drawing onto a SurfaceTexture.
269 // Create resources for generating OES textures.
  /external/webrtc/webrtc/modules/video_render/mac/
video_render_nsopengl.h 112 // Allocates textures
  /frameworks/base/docs/html-intl/intl/ja/guide/topics/resources/
overview.jd 98 when dealing with textures for a game. However, if you only need to read raw data from a file
  /frameworks/base/docs/html-intl/intl/ko/guide/topics/resources/
overview.jd 98 when dealing with textures for a game. However, if you only need to read raw data from a file
  /frameworks/base/docs/html-intl/intl/ru/guide/topics/resources/
overview.jd 98 when dealing with textures for a game. However, if you only need to read raw data from a file
  /frameworks/base/docs/html-intl/intl/zh-cn/guide/topics/resources/
overview.jd 98 when dealing with textures for a game. However, if you only need to read raw data from a file
  /frameworks/base/docs/html-intl/intl/zh-tw/guide/topics/resources/
overview.jd 98 when dealing with textures for a game. However, if you only need to read raw data from a file
  /frameworks/base/libs/hwui/
AssetAtlas.cpp 76 * instead of applying the changes to the virtual textures.
Debug.h 74 // Turn on to display debug info about textures
TextDropShadowCache.h 137 * Clears the cache. This causes all textures to be deleted.
TreeInfo.h 79 // textures if we run out of cache space.
  /frameworks/base/libs/hwui/renderstate/
OffscreenBufferPool.h 40 * viewport bounds, since textures are always allocated with width / height as a multiple of 64, for
  /frameworks/base/opengl/java/javax/microedition/khronos/opengles/
GL10.java 398 int[] textures,
404 java.nio.IntBuffer textures
516 int[] textures,
522 java.nio.IntBuffer textures
  /frameworks/base/rs/java/android/renderscript/
ProgramFragment.java 25 * shader string containing the program body, textures inputs, and a Type object
  /frameworks/native/opengl/libs/GLES_CM/
gl_api.in 184 void API_ENTRY(glDeleteTextures)(GLsizei n, const GLuint *textures) {
185 CALL_GL_API(glDeleteTextures, n, textures);
244 void API_ENTRY(glGenTextures)(GLsizei n, GLuint *textures) {
245 CALL_GL_API(glGenTextures, n, textures);
  /frameworks/rs/driver/
rsdProgram.cpp 49 const Allocation *a = p->mHal.state.textures[ct];
  /sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/
GLState.java 311 GLSparseArrayProperty textures = new GLSparseArrayProperty(GLStateType.TEXTURES, local
313 textures.add(0);
318 textures);
  /external/deqp/doc/testspecs/GLES2/
functional.fbo.completeness.txt 45 some renderbuffers and/or textures and attach them to the FBO, and then call
95 The "attachment_combination.*" test cases attach some textures and/or

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