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  /frameworks/base/libs/hwui/
Layer.h 37 #include "Texture.h"
56 * A layer has dimensions and is backed by an OpenGL texture or FBO.
61 Texture,
91 * texture coordinates.
98 const float texX = 1.0f / float(texture.mWidth);
99 const float texY = 1.0f / float(texture.mHeight);
116 return texture.mWidth;
120 return texture.mHeight;
124 * Resize the layer and its texture if needed.
135 texture.updateSize(width, height, texture.format())
371 Texture texture; member in class:android::uirenderer::Layer
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PathCache.h 21 #include "Texture.h"
61 * Alpha texture used to represent a path.
63 struct PathTexture: public Texture {
66 : Texture(caches)
73 : Texture(caches) {
167 * Any texture added to the cache causing the cache to grow beyond the maximum
168 * allowed size will also cause the oldest texture to be kicked out.
179 void operator()(PathDescription& path, PathTexture*& texture) override;
242 * Generates the texture from a bitmap into the specified texture structure
286 PathTexture* texture; member in class:android::uirenderer::PathCache::PathTask
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  /frameworks/native/services/surfaceflinger/RenderEngine/
Description.cpp 62 void Description::setTexture(const Texture& texture) {
63 mTexture = texture;
  /packages/apps/Gallery2/src/com/android/gallery3d/ui/
AlbumSlotRenderer.java 26 import com.android.gallery3d.glrenderer.Texture;
96 private static Texture checkTexture(Texture texture) {
97 return (texture instanceof TiledTexture)
98 && !((TiledTexture) texture).isReady()
100 : texture;
111 Texture content = checkTexture(entry.content);
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nouveau_state.c 237 context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
238 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
244 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
383 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
387 context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
398 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
401 context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
420 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
427 context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
500 if (ctx->Texture.Unit[i].Sampler
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nv10_state_frag.c 79 /* Initialize a combiner_state struct from the texture unit
83 ctx->Texture.Unit[i]._CurrentCombine; \
168 /* Fake several unsupported texture formats. */
172 struct gl_texture_object *t = rc->ctx->Texture.Unit[i]._Current;
307 if (ctx->Texture.Unit[i]._ReallyEnabled) {
323 ctx->Texture.Unit[i].EnvColor);
356 if (ctx->Texture._EnabledUnits) {
365 *n = log2i(ctx->Texture._EnabledUnits) + 1;
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
UITest.java 22 import com.badlogic.gdx.graphics.Texture;
62 Texture texture1;
63 Texture texture2;
69 texture1 = new Texture(Gdx.files.internal("data/badlogicsmall.jpg"));
70 texture2 = new Texture(Gdx.files.internal("data/badlogic.jpg"));
ContainerTest.java 6 import com.badlogic.gdx.graphics.Texture;
26 TextureRegionDrawable logo = new TextureRegionDrawable(new TextureRegion(new Texture(
DragAndDropTest.java 22 import com.badlogic.gdx.graphics.Texture;
46 skin.add("badlogic", new Texture("data/badlogic.jpg"));
FloatTextureTest.java 24 import com.badlogic.gdx.graphics.Texture;
37 Texture texture; field in class:FloatTextureTest
62 + " float res = mix(0.0, 0.0001, uv.x); " // <--- // regular (non-float) texture loses precision here, res == 0 for every fragment
MusicTest.java 22 import com.badlogic.gdx.graphics.Texture;
53 buttons = new TextureRegion(new Texture(Gdx.files.internal("data/playback.png")));
ProjectTest.java 27 import com.badlogic.gdx.graphics.Texture;
64 logo = new TextureRegion(new Texture(Gdx.files.internal("data/badlogicsmall.jpg")));
StageDebugTest.java 23 import com.badlogic.gdx.graphics.Texture;
52 textureRegion = new TextureRegion(new Texture("data/badlogic.jpg"));
UISimpleTest.java 24 import com.badlogic.gdx.graphics.Texture;
49 // recommended solely for the convenience of getting a texture, region, etc as a drawable, tinted drawable, etc.
52 // Generate a 1x1 white texture and store it in the skin named "white".
56 skin.add("white", new Texture(pixmap));
90 // Add an image actor. Have to set the size, else it would be the size of the drawable (which is the 1x1 texture).
YDownTest.java 23 import com.badlogic.gdx.graphics.Texture;
54 // a texture region, note the flipping on y again
55 region = new TextureRegion(new Texture("data/badlogic.jpg"));
58 // a texture atlas, note the boolean
  /external/mesa3d/src/mesa/state_tracker/
st_cb_fbo.c 131 /* Free the old surface and texture
134 pipe_resource_reference( &strb->texture, NULL );
181 /* Setup new texture template.
204 strb->texture = screen->resource_create(screen, &templ);
206 if (!strb->texture)
209 u_surface_default_template(&surf_tmpl, strb->texture, templ.bind);
211 strb->texture,
214 assert(strb->surface->texture);
235 pipe_resource_reference(&strb->texture, NULL);
396 if (!st_finalize_texture(ctx, pipe, att->Texture))
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/
TextureAtlas.java 19 import static com.badlogic.gdx.graphics.Texture.TextureWrap.*;
25 import com.badlogic.gdx.graphics.Texture;
26 import com.badlogic.gdx.graphics.Texture.TextureFilter;
27 import com.badlogic.gdx.graphics.Texture.TextureWrap;
45 /** Loads images from texture atlases created by TexturePacker.<br>
52 private final ObjectSet<Texture> textures = new ObjectSet(4);
58 public Texture texture; field in class:TextureAtlas.TextureAtlasData.Page
240 ObjectMap<Page, Texture> pageToTexture = new ObjectMap<Page, Texture>();
242 Texture texture = null; local
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SpriteCache.java 29 import com.badlogic.gdx.graphics.Texture;
42 * later be used for drawing. The size, color, and texture region for each cached image cannot be modified. This information is
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);
201 cache.textures = textures.toArray(Texture.class);
217 if (cache.textures.length < cache.textureCount) cache.textures = new Texture[cache.textureCount];
247 public void add (Texture texture, float[] vertices, int offset, int length) {
253 if (lastIndex < 0 || textures.get(lastIndex) != texture) {
254 textures.add(texture);
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  /external/mesa3d/src/mesa/program/
prog_statevars.c 205 /* state[1] is the texture unit */
210 COPY_4V(value, ctx->Texture.Unit[unit].GenS.EyePlane);
213 COPY_4V(value, ctx->Texture.Unit[unit].GenT.EyePlane);
216 COPY_4V(value, ctx->Texture.Unit[unit].GenR.EyePlane);
219 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.EyePlane);
222 COPY_4V(value, ctx->Texture.Unit[unit].GenS.ObjectPlane);
225 COPY_4V(value, ctx->Texture.Unit[unit].GenT.ObjectPlane);
228 COPY_4V(value, ctx->Texture.Unit[unit].GenR.ObjectPlane);
231 COPY_4V(value, ctx->Texture.Unit[unit].GenQ.ObjectPlane);
240 /* state[1] is the texture unit *
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
ParticleControllerTest.java 9 import com.badlogic.gdx.graphics.Texture;
90 assets.load(DEFAULT_PARTICLE, Texture.class);
111 Texture particleTexture = assets.get(DEFAULT_PARTICLE);
112 billboardParticleBatch.setTexture(assets.get(DEFAULT_PARTICLE, Texture.class));
129 private void addEmitter( float[] colors, Texture particleTexture,
149 private ParticleController createBillboardController (float[] colors, Texture particleTexture) {
  /external/mesa3d/src/mesa/main/
matrix.c 165 * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
169 * texture matrices beyond MaxTextureCoordUnits.
172 if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
175 ctx->Texture.CurrentUnit);
179 ASSERT(ctx->Texture.CurrentUnit < Elements(ctx->TextureMatrixStack));
180 ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
255 ctx->Texture.CurrentUnit);
295 ctx->Texture.CurrentUnit);
  /external/mesa3d/src/mesa/swrast/
s_texcombine.c 62 * Do texture application for:
69 * conventional GL texture env modes
72 * \param unit the texture combiner unit
74 * \param texelBuffer pointer to texel colors for all texture units
87 const struct gl_texture_unit *textureUnit = &(ctx->Texture.Unit[unit]);
192 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
282 if (!ctx->Texture.Unit[srcUnit]._ReallyEnabled)
593 * Apply texture mapping to a span of fragments.
646 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
654 ctx->Texture.Unit[unit].BumpTarget - GL_TEXTURE0]
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  /external/mesa3d/src/gallium/auxiliary/tgsi/
tgsi_util.c 266 switch (inst->Texture.Texture) {
  /external/replicaisland/src/com/replica/replicaisland/
FadeDrawableComponent.java 27 private Texture mTexture;
109 // If a texture is set then we supply a drawable to the render component.
149 public void setTexture(Texture texture) {
150 mTexture = texture;
  /frameworks/base/libs/hwui/font/
CacheTexture.h 22 #include "Texture.h"
118 Texture& getTexture() {
137 * This method assumes that the proper texture unit is active.
187 Texture mTexture;

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