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  /external/libgdx/tests/gdx-tests-android/assets/data/g3d/
cube.g3dj 28 "textures": [
  /external/mesa3d/src/mesa/main/
texobj.h 143 _mesa_GenTextures( GLsizei n, GLuint *textures );
147 _mesa_DeleteTextures( GLsizei n, const GLuint *textures );
155 _mesa_PrioritizeTextures( GLsizei n, const GLuint *textures,
160 _mesa_AreTexturesResident( GLsizei n, const GLuint *textures,
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
TextureBinder.java 22 /** Responsible for binding textures, may implement a strategy to avoid binding a texture unnecessarily. A TextureBinder may decide
29 /** Disables all used texture units and unbinds textures. Resets the counts. */
  /external/mesa3d/src/gallium/state_trackers/dri/sw/
drisw.c 148 ptex = drawable->textures[ST_ATTACHMENT_BACK_LEFT];
151 if (ctx->pp && drawable->textures[ST_ATTACHMENT_DEPTH_STENCIL])
152 pp_run(ctx->pp, ptex, ptex, drawable->textures[ST_ATTACHMENT_DEPTH_STENCIL]);
170 ptex = drawable->textures[statt];
201 /* remove outdated textures */
204 pipe_resource_reference(&drawable->textures[i], NULL);
220 if (drawable->textures[statts[i]])
235 drawable->textures[statts[i]] =
  /external/webrtc/webrtc/modules/video_render/ios/
open_gles20.h 47 // Initialize the textures by the frame width and height
50 // Update the textures by the YUV data from the frame
  /packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/
GLES11IdImpl.java 47 public void glDeleteTextures(GL11 gl, int n, int[] textures, int offset) {
49 gl.glDeleteTextures(n, textures, offset);
  /external/deqp/android/cts/master/
egl-master.txt     [all...]
  /external/mesa3d/docs/
GL3.txt 20 Float textures, renderbuffers (GL_ARB_texture_float) DONE (i965, r300, r600)
38 Depth format cube textures DONE
51 Rectangular textures (GL_ARB_texture_rectangle) DONE (i965, r300, r600, swrast)
53 Signed normalized textures (GL_EXT_texture_snorm) DONE (i965, r300, r600)
66 Multisample textures (GL_ARB_texture_multisample) not started
relnotes-6.5.html 88 <li>Rendering to depth textures will not work. Rendering to GL_DEPTH_STENCIL
89 textures should work.
97 <li>Render-to-texture: The functions for rendering to textures have changed.
  /frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/
GLToolbox.java 43 int[] textures = new int[] { texId }; local
45 GLES20.glDeleteTextures(1, textures, 0);
57 int[] textures = new int[1]; local
58 GLES20.glGenTextures(1, textures, 0);
60 return textures[0];
  /external/deqp/doc/testspecs/GLES3/
functional.texture.mipmap.txt 30 + 2D and cube map textures
37 Mipmapping tests render a pre-defined grid of quads. For 2D textures regular
38 4x4 grid layout is used. For cube map textures the viewport is recursively
functional.texture.sampler.txt 41 is then bound to one or more texture units populated with textures that
43 from all of the textures.
  /external/skia/src/gpu/gl/
GrGLProgram.h 93 * textures that need to be bound on each unit. It is the caller's responsibility to ensure
94 * the program is bound before calling, and to bind the outgoing textures to their respective
116 // A templated helper to loop over effects, set the transforms(via subclass) and bind textures
  /frameworks/base/libs/hwui/
TextureCache.h 69 * Resets all Textures to not be marked as in use
83 * as in use and won't update currently in-use Textures.
114 * Clears the cache. This causes all textures to be deleted.
  /frameworks/base/media/mca/effect/java/android/media/effect/
package.html 8 <p>For maximum performance, effects are applied directly to OpenGL textures, so your application
9 must have a valid OpenGL context before it can use the effects APIs. The textures to which you apply
11 textures must meet:</p>
  /external/mesa3d/src/gallium/docs/source/
resources.rst 4 Resources represent objects that hold data: textures and buffers.
18 OpenGL: OpenGL supports mapping buffers and has inline transfer functions for both buffers and textures
87 D3D11: 1D textures in D3D_FEATURE_LEVEL_10_0
123 D3D11: 2D textures
141 D3D11: 3D textures
169 D3D11: 2D array textures with the D3D11_RESOURCE_MISC_TEXTURECUBE flag
  /cts/tests/tests/graphics/src/android/opengl/cts/
CompressedTextureSurfaceView.java 282 int[] textures = new int[1]; local
283 GLES20.glGenTextures(1, textures, 0);
285 mColorTargetID = textures[0];
294 GLES20.glGenFramebuffers(1, textures, 0);
295 mFrameBufferObjectID = textures[0];
339 int[] textures = new int[1]; local
340 GLES20.glGenTextures(1, textures, 0);
342 mTextureID = textures[0];
  /developers/samples/android/media/MediaEffects/
template-params.xml 34 These APIs let you apply effects to image frames represented as OpenGL ES 2.0 textures.
75 represented as OpenGL ES 2.0 textures. Image frames can be images
  /external/skia/src/gpu/vk/
GrVkCaps.h 69 * Returns the max number of sampled textures we can use in a program. This number is the max of
70 * max samplers and max sampled images. This number is technically the max sampled textures we
  /frameworks/native/opengl/tools/glgen/specs/jsr239/
glspec-checks 4 glDeleteTextures check textures n
8 glGenTextures check textures n
  /frameworks/rs/
rsProgram.h 37 // The difference between Textures and Constants is how they are accessed
43 Allocation **textures; member in struct:android::renderscript::Program::Hal::State
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/
SpriteCache.java 41 /** Draws 2D images, optimized for geometry that does not change. Sprites and/or textures are cached and given an ID, which can
45 * To cache {@link Sprite sprites} or {@link Texture textures}, first call {@link SpriteCache#beginCache()}, then call the
82 private final Array<Texture> textures = new Array(8); field in class:SpriteCache
197 if (cache.textures == null) {
200 cache.textureCount = textures.size;
201 cache.textures = textures.toArray(Texture.class);
215 cache.textureCount = textures.size;
217 if (cache.textures.length < cache.textureCount) cache.textures = new Texture[cache.textureCount];
891 Texture[] textures = cache.textures; local
916 Texture[] textures = cache.textures; local
966 Texture[] textures; field in class:SpriteCache.Cache
    [all...]
  /cts/tests/openglperf2/src/android/opengl2/cts/reference/
GLGameActivity.java 121 // Used to record the time taken to setup (GL, context, textures, meshes).
157 int[] textures = new int[1]; local
158 GLES20.glGenTextures(1, textures, 0);
159 int textureID = textures[0];
  /developers/build/prebuilts/gradle/MediaEffects/Application/src/main/res/values/
base-strings.xml 25 These APIs let you apply effects to image frames represented as OpenGL ES 2.0 textures.
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
CompressedTextureActivity.java 39 * Demonstrate how to use ETC1 format compressed textures.
41 * textures (compressed offline using the etc1tool), or
42 * textures created on the fly by compressing images.
118 // Test the ETC1Util APIs for reading and writing compressed textures to I/O streams.

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