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  /frameworks/native/services/surfaceflinger/RenderEngine/
Texture.cpp 19 #include "Texture.h"
23 Texture::Texture() :
28 Texture::Texture(Target textureTarget, uint32_t textureName) :
33 void Texture::init(Target textureTarget, uint32_t textureName) {
38 Texture::~Texture() {
42 void Texture::setMatrix(float const* matrix) {
46 void Texture::setFiltering(bool enabled)
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Texture.h 25 class Texture {
36 Texture();
37 Texture(Target textureTarget, uint32_t textureName);
38 ~Texture();
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
TextureProvider.java 21 import com.badlogic.gdx.graphics.Texture;
28 public Texture load (String fileName);
31 private Texture.TextureFilter minFilter, magFilter;
32 private Texture.TextureWrap uWrap, vWrap;
36 minFilter = magFilter = Texture.TextureFilter.Linear;
37 uWrap = vWrap = Texture.TextureWrap.Repeat;
41 public FileTextureProvider (Texture.TextureFilter minFilter, Texture.TextureFilter magFilter, Texture.TextureWrap uWrap,
42 Texture.TextureWrap vWrap, boolean useMipMaps) {
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TextureDescriptor.java 20 import com.badlogic.gdx.graphics.Texture;
23 public T texture = null; field in class:TextureDescriptor
24 public Texture.TextureFilter minFilter;
25 public Texture.TextureFilter magFilter;
26 public Texture.TextureWrap uWrap;
27 public Texture.TextureWrap vWrap;
31 public TextureDescriptor (final T texture, final Texture.TextureFilter minFilter, final Texture.TextureFilter magFilter,
32 final Texture.TextureWrap uWrap, final Texture.TextureWrap vWrap) {
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
TextureFormatTest.java 23 import com.badlogic.gdx.graphics.Texture;
29 Texture[] nonMipMapped = new Texture[6];
30 Texture[] mipMapped = new Texture[6];
36 nonMipMapped[0] = new Texture(file, Format.Alpha, false);
37 nonMipMapped[1] = new Texture(file, Format.LuminanceAlpha, false);
38 nonMipMapped[2] = new Texture(file, Format.RGB888, false);
39 nonMipMapped[3] = new Texture(file, Format.RGB565, false);
40 nonMipMapped[4] = new Texture(file, Format.RGBA8888, false);
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BlitTest.java 21 import com.badlogic.gdx.graphics.Texture;
27 Texture rgb888;
28 Texture rgba8888;
29 Texture psRgb888;
30 Texture psRgba8888;
34 rgb888 = new Texture("data/bobrgb888-32x32.png");
35 rgba8888 = new Texture("data/bobargb8888-32x32.png");
36 psRgb888 = new Texture("data/alpha.png");
37 psRgba8888 = new Texture("data/rgb.png");
PixmapTest.java 22 import com.badlogic.gdx.graphics.Texture;
29 Texture texture; field in class:PixmapTest
37 // Create a texture to contain the pixmap
38 texture = new Texture(1024, 1024, Pixmap.Format.RGBA8888); // Pixmap.Format.RGBA8888);
39 texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Linear);
40 texture.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
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TextureDataTest.java 21 import com.badlogic.gdx.graphics.Texture;
28 private Texture texture; field in class:TextureDataTest
32 // texture = new Texture(new PixmapTextureData(new Pixmap(Gdx.files.internal("data/t8890.png")), null, false, true));
33 texture = new Texture(new FileTextureData(Gdx.files.internal("data/t8890.png"), null, null, false));
39 spriteBatch.draw(texture, 100, 100);
  /external/replicaisland/src/com/replica/replicaisland/
Texture.java 21 * OpenGL texture names, and also as a placeholder object for textures that may or may not have
22 * been loaded into vram. Objects can cache Texture objects but should *never* cache the texture
25 public class Texture extends AllocationGuard {
32 public Texture() {
AnimationFrame.java 20 * A single animation frame. Frames contain a texture, a hold time, and collision volumes to
23 * frames. Note that an animation frame may have a null texture and null collision volumes. Null
24 * collision volumes will exclude that frame from collision detection and a null texture will
28 public Texture texture; field in class:AnimationFrame
33 public AnimationFrame(Texture textureObject, float animationHoldTime) {
35 texture = textureObject;
39 public AnimationFrame(Texture textureObject, float animationHoldTime,
43 texture = textureObject;
DebugSystem.java 27 private Texture mRedBoxTexture;
28 private Texture mBlueBoxTexture;
29 private Texture mOutlineBoxTexture;
30 private Texture mRedCircleTexture;
31 private Texture mBlueCircleTexture;
32 private Texture mOutlineCircleTexture;
70 Texture texture = getTexture(shapeType, colorType); local
71 bitmap.resize((int)texture.width, (int)texture.height)
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  /external/deqp/external/vulkancts/modules/vulkan/image/
vktImageTexture.hpp 23 * \brief Texture utility class
34 //! Texture buffer/image abstraction. Helps managing size and number of layers.
35 class Texture
38 Texture (const ImageType type, const tcu::IVec3& layerSize, const int layers);
40 ImageType type (void) const { return m_type; } //!< Texture type
44 tcu::IVec3 size (void) const; //!< Size including number of layers in additional dimension (e.g. z in 2d texture)
54 inline bool isCube (const Texture& texture)
56 return texture.type() == IMAGE_TYPE_CUBE || texture.type() == IMAGE_TYPE_CUBE_ARRAY
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vktImageTexture.cpp 21 * \brief Texture utility class
31 Texture::Texture (const ImageType type_, const tcu::IVec3& layerSize_, const int layers)
80 tcu::IVec3 Texture::size (void) const
104 int Texture::dimension (void) const
128 int Texture::layerDimension (void) const
  /external/mesa3d/src/mesa/main/
texstate.h 3 * Texture state management.
40 * Return pointer to current texture unit.
41 * This the texture unit set by glActiveTexture(), not glClientActiveTexture().
46 ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->Texture.Unit));
47 return &(ctx->Texture.Unit[ctx->Texture.CurrentUnit]);
  /frameworks/base/libs/hwui/tests/unit/
GpuMemoryTrackerTests.cpp 33 TestGPUObject() : GpuMemoryTracker(GpuObjectType::Texture) {}
55 ASSERT_EQ(0, GpuMemoryTracker::getTotalSize(GpuObjectType::Texture));
56 ASSERT_EQ(0, GpuMemoryTracker::getInstanceCount(GpuObjectType::Texture));
59 ASSERT_EQ(1, GpuMemoryTracker::getInstanceCount(GpuObjectType::Texture));
61 ASSERT_EQ(500, GpuMemoryTracker::getTotalSize(GpuObjectType::Texture));
63 ASSERT_EQ(1000, GpuMemoryTracker::getTotalSize(GpuObjectType::Texture));
65 ASSERT_EQ(300, GpuMemoryTracker::getTotalSize(GpuObjectType::Texture));
67 ASSERT_EQ(0, GpuMemoryTracker::getTotalSize(GpuObjectType::Texture));
68 ASSERT_EQ(0, GpuMemoryTracker::getInstanceCount(GpuObjectType::Texture));
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/
FrameBuffer.java 20 import com.badlogic.gdx.graphics.Texture;
21 import com.badlogic.gdx.graphics.Texture.TextureFilter;
22 import com.badlogic.gdx.graphics.Texture.TextureWrap;
27 * automatically create a texture for the color attachment and a renderbuffer for the depth buffer. You can get a hold of the
28 * texture by {@link FrameBuffer#getColorBufferTexture()}. This class will only work with OpenGL ES 2.0.
41 public class FrameBuffer extends GLFrameBuffer<Texture> {
61 protected Texture createColorTexture () {
65 Texture result = new Texture(data);
72 protected void disposeColorTexture (Texture colorTexture) {
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FloatFrameBuffer.java 21 import com.badlogic.gdx.graphics.Texture;
22 import com.badlogic.gdx.graphics.Texture.TextureFilter;
23 import com.badlogic.gdx.graphics.Texture.TextureWrap;
26 /** This is a {@link FrameBuffer} variant backed by a float texture. */
29 /** Creates a new FrameBuffer with a float backing texture, having the given dimensions and potentially a depth buffer attached.
40 protected Texture createColorTexture () {
42 Texture result = new Texture(data);
53 protected void disposeColorTexture (Texture colorTexture) {
  /frameworks/base/libs/hwui/
TextureCache.h 33 class Texture;
53 * A simple LRU texture cache. The cache has a maximum size expressed in bytes.
54 * Any texture added to the cache causing the cache to grow beyond the maximum
55 * allowed size will also cause the oldest texture to be kicked out.
57 class TextureCache : public OnEntryRemoved<uint32_t, Texture*> {
66 void operator()(uint32_t&, Texture*& texture) override;
74 * Attempts to precache the SkBitmap. Returns true if a Texture was successfully
75 * acquired for the bitmap, false otherwise. If a Texture was acquired it is
81 * Attempts to precache the SkBitmap. Returns true if a Texture was successfull
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/utils/
IssueTest.java 5 import com.badlogic.gdx.graphics.Texture;
16 Texture img;
17 Texture img2;
22 img = new Texture("data/issue/bark.png");
23 img2 = new Texture("data/issue/leaf.png");
  /frameworks/base/libs/hwui/renderstate/
TextureState.h 20 #include "Texture.h"
29 class Texture;
38 * Activate the specified texture unit. The texture unit must
44 * Invalidate the cached value of the active texture unit.
49 * Binds the specified texture as a GL_TEXTURE_2D texture.
50 * All texture bindings must be performed with this method or
53 void bindTexture(GLuint texture);
56 * Binds the specified texture with the specified render target
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  /frameworks/base/packages/WallpaperCropper/src/com/android/gallery3d/glrenderer/
Texture.java 20 // Texture is a rectangular image which can be drawn on GLCanvas.
21 // The isOpaque() function gives a hint about whether the texture is opaque,
24 // This is the current texture hierarchy:
26 // Texture
38 public interface Texture {
  /packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/
Texture.java 20 // Texture is a rectangular image which can be drawn on GLCanvas.
21 // The isOpaque() function gives a hint about whether the texture is opaque,
24 // This is the current texture hierarchy:
26 // Texture
38 public interface Texture {
  /packages/apps/WallpaperPicker/src/com/android/gallery3d/glrenderer/
Texture.java 20 // Texture is a rectangular image which can be drawn on GLCanvas.
21 // The isOpaque() function gives a hint about whether the texture is opaque,
24 // This is the current texture hierarchy:
26 // Texture
32 public interface Texture {
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/
Texture.java 34 /** A Texture wraps a standard OpenGL ES texture.
36 * A Texture can be managed. If the OpenGL context is lost all managed textures get invalidated. This happens when a user switches
39 * A Texture has to be bound via the {@link Texture#bind()} method in order for it to be applied to geometry. The texture will be
40 * bound to the currently active texture unit specified via {@link GL20#glActiveTexture(int)}.
42 * You can draw {@link Pixmap}s to a texture at any time. The changes will be automatically uploaded to texture memory. This is of
45 * A Texture must be disposed when it is no longer used
221 Texture texture = managedTextureArray.get(i); local
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  /external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/assets/loaders/
TextureLoader.java 25 import com.badlogic.gdx.graphics.Texture;
26 import com.badlogic.gdx.graphics.Texture.TextureFilter;
27 import com.badlogic.gdx.graphics.Texture.TextureWrap;
32 public class TextureLoader extends AsynchronousAssetLoader<Texture, TextureLoader.TextureParameter> {
34 Texture texture; field in class:TextureLoader
46 texture = null;
51 texture = parameter.texture;
60 texture = parameter.texture;
66 Texture texture = this.texture; local
90 public Texture texture = null; field in class:TextureLoader.TextureParameter
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