/frameworks/rs/driver/ |
rsdProgramRaster.cpp | 38 RSD_CALL_GL(glEnable, GL_CULL_FACE); 39 RSD_CALL_GL(glCullFace, GL_BACK); 42 RSD_CALL_GL(glEnable, GL_CULL_FACE); 43 RSD_CALL_GL(glCullFace, GL_FRONT); 46 RSD_CALL_GL(glDisable, GL_CULL_FACE);
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rsdProgramStore.cpp | 158 RSD_CALL_GL(glColorMask, ps->mHal.state.colorRWriteEnable, 164 RSD_CALL_GL(glEnable, GL_BLEND); 165 RSD_CALL_GL(glBlendFunc, drv->blendSrc, drv->blendDst); 167 RSD_CALL_GL(glDisable, GL_BLEND); 171 RSD_CALL_GL(glDepthMask, ps->mHal.state.depthWriteEnable); 173 RSD_CALL_GL(glEnable, GL_DEPTH_TEST); 174 RSD_CALL_GL(glDepthFunc, drv->depthFunc); 176 RSD_CALL_GL(glDisable, GL_DEPTH_TEST); 179 RSD_CALL_GL(glDepthMask, false); 180 RSD_CALL_GL(glDisable, GL_DEPTH_TEST) [all...] |
rsdFrameBufferObj.cpp | 133 RSD_CALL_GL(glViewport, 0, 0, width, height); 137 RSD_CALL_GL(glGenFramebuffers, 1, &mFBOId); 139 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, mFBOId); 147 RSD_CALL_GL(glViewport, 0, 0, mWidth, mHeight); 153 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, 0); 155 RSD_CALL_GL(glViewport, 0, 0, rsc->getWidth(), rsc->getHeight());
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rsdShader.cpp | 249 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr); 250 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); 253 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); 256 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); 260 RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf); 264 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); 365 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); 367 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); 369 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); 373 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd) [all...] |
rsdGL.cpp | 157 RSD_CALL_GL(eglMakeCurrent, dc->gl.egl.display, 159 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surfaceDefault); 161 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surface); 163 RSD_CALL_GL(eglDestroyContext, dc->gl.egl.display, dc->gl.egl.context); 169 RSD_CALL_GL(eglTerminate, dc->gl.egl.display); 237 RSD_CALL_GL(eglInitialize, dc->gl.egl.display, 488 RSD_CALL_GL(eglSwapBuffers, dc->gl.egl.display, dc->gl.egl.surface); 527 RSD_CALL_GL(glClearColor, r, g, b, a); 528 RSD_CALL_GL(glClear, GL_COLOR_BUFFER_BIT); 532 RSD_CALL_GL(glClearDepthf, v) [all...] |
rsdMeshObj.cpp | 173 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID); 174 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, 177 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0); 178 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, 182 RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len);
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rsdAllocation.cpp | 103 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); 104 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); 109 RSD_CALL_GL(glTexSubImage2D, t, lod, xoff, yoff, w, h, drv->glFormat, drv->glType, ptr); 118 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); 119 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); 137 RSD_CALL_GL(glTexImage2D, t, lod, drv->glFormat, 142 RSD_CALL_GL(glTexSubImage2D, t, lod, 0, 0, 151 RSD_CALL_GL(glGenerateMipmap, drv->glTarget); 163 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); 179 RSD_CALL_GL(glGenTextures, 1, &drv->textureID) [all...] |
rsdGL.h | 23 #define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWatchdogGL(nullptr, 0, nullptr)
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rsdRuntimeStubs.cpp | [all...] |