/external/libgdx/tests/gdx-tests-android/assets/data/g3d/ |
cube.g3dj | 28 "textures": [
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/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,
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/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. */
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/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textures[statt]; 201 /* remove outdated textures */ 204 pipe_resource_reference(&drawable-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]] =
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/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
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/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);
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/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
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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.
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/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];
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/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
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functional.texture.sampler.txt | 41 is then bound to one or more texture units populated with textures that 43 from all of the textures.
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/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
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/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.
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/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>
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/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
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/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];
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/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
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/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
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/frameworks/native/opengl/tools/glgen/specs/jsr239/ |
glspec-checks | 4 glDeleteTextures check textures n 8 glGenTextures check textures n
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/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
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/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];
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/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.
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/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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