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  /external/vulkan-validation-layers/demos/
cube.cpp 319 device.destroyImageView(textures[i].view, nullptr);
320 device.destroyImage(textures[i].image, nullptr);
321 device.freeMemory(textures[i].mem, nullptr);
322 device.destroySampler(textures[i].sampler, nullptr);
2666 texture_object textures[texture_count]; local
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  /external/skia/src/gpu/gl/
GrGLCaps.cpp 127 // and GL_RG on FBO textures.
488 // Unextended ES2 supports NPOT textures with clamp_to_edge and non-mip filters only
492 // ES2 supports MIP mapping for POT textures but our caps don't allow for limited MIP
493 // support. The OES extension or ES 3.0 allow for MIPS on NPOT textures. So, apparently,
506 // Our render targets are always created with textures as the color
553 // Texture uploads sometimes seem to be ignored to textures bound to FBOS on Tegra3.
623 // Safely moving textures between contexts requires fences.
627 // bugs on some cards/drivers that produce incorrect mip-maps for sRGB textures when using
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  /external/deqp/framework/opengl/simplereference/
sglrGLContext.cpp 180 void GLContext::genTextures (int numTextures, deUint32* textures)
182 m_wrapper->glGenTextures(numTextures, textures);
184 m_allocatedTextures.insert(textures, textures+numTextures);
187 void GLContext::deleteTextures (int numTextures, const deUint32* textures)
190 m_allocatedTextures.erase(textures[i]);
191 m_wrapper->glDeleteTextures(numTextures, textures);
  /external/mesa3d/src/gallium/drivers/nouveau/nv50/
nv50_state.c 42 * ! pipe_sampler_state.normalized_coords is ignored - rectangle textures will
453 /* ====================== SAMPLERS AND TEXTURES ================================
554 /* NOTE: must be deactivated for non-shadow textures */
689 struct nv50_tic_entry *old = nv50_tic_entry(nv50->textures[s][i]);
704 pipe_sampler_view_reference(&nv50->textures[s][i], views[i]);
709 struct nv50_tic_entry *old = nv50_tic_entry(nv50->textures[s][i]);
714 pipe_sampler_view_reference(&nv50->textures[s][i], NULL);
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nv50_context.c 153 pipe_sampler_view_reference(&nv50->textures[s][i], NULL);
247 if (nv50->textures[s][i] &&
248 nv50->textures[s][i]->texture == res) {
nv50_miptree.c 298 /* For 3D textures, a mipmap is spanned by all the layers, for array
299 * textures and cube maps, each layer contains its own mipmaps.
408 /* only supports 2D, non-mipmapped textures for the moment */
  /device/generic/goldfish-opengl/system/GLESv1_enc/
gl_entry.cpp 68 void glDeleteTextures(GLsizei n, const GLuint* textures);
88 void glGenTextures(GLsizei n, GLuint* textures);
285 void glExtGetTexturesQCOM(GLuint* textures, GLint maxTextures, GLint* numTextures);
668 void glDeleteTextures(GLsizei n, const GLuint* textures)
672 ctx->glDeleteTextures(ctx, n, textures);
790 void glGenTextures(GLsizei n, GLuint* textures)
794 ctx->glGenTextures(ctx, n, textures);
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  /external/deqp/modules/gles3/functional/
es3fShaderTextureFunctionTests.cpp 247 float w = (float)c.textures[0].tex2D->getWidth();
248 float h = (float)c.textures[0].tex2D->getHeight();
254 float w = (float)c.textures[0].tex2DArray->getWidth();
255 float h = (float)c.textures[0].tex2DArray->getHeight();
261 float w = (float)c.textures[0].tex3D->getWidth();
262 float h = (float)c.textures[0].tex3D->getHeight();
263 float d = (float)c.textures[0].tex3D->getDepth();
271 float d = (float)c.textures[0].texCube->getSize();
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod);
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es3fFboCompletenessTests.cpp 121 // as valid for textures, since EXT_color_buffer_(half_)float brings in
205 // and textures, the value of RENDERBUFFER_SAMPLES is zero."
214 // textures, or none of them are.
  /external/deqp/modules/gles2/functional/
es2fShaderTextureFunctionTests.cpp 187 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
188 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); }
577 // Default textures.
  /external/drm_hwcomposer/
glworker.cpp 41 // TODO(zachr): use hwc_drm_bo to turn buffer handles into textures
306 TextureSource textures[MAX_OVERLAPPING_LAYERS]; member in struct:android::RenderingCommand
331 RenderingCommand::TextureSource &src = cmd.textures[cmd.texture_count];
624 // TODO(zachr): handle the case of too many overlapping textures for one
650 const RenderingCommand::TextureSource &src = cmd.textures[src_index];
  /external/mesa3d/docs/relnotes/
12.0.2.html 53 <li><a href="https://bugs.freedesktop.org/show_bug.cgi?id=91342">Bug 91342</a> - Very dark textures on some objects in indoors environments in Postal 2</li>
73 <li><a href="https://bugs.freedesktop.org/show_bug.cgi?id=96911">Bug 96911</a> - webgl2 conformance2/textures/misc/tex-mipmap-levels.html crashes 12.1 Intel driver</li>
234 <li>i965/miptree: Enforce that height == 1 for 1-D array textures</li>
246 <li>isl: Allow multisampled array textures</li>
368 <li>nvc0: invalidate textures/samplers on GK104+</li>
10.1.1.html 120 <li>st/mesa: fix sampler view handling with shared textures v4</li>
162 <li>nv50: adjust blit_3d handling of ms output textures</li>
214 <li>mesa: fix software fallback for generating mipmaps for 3D textures</li>
11.1.3.html 183 <li>nv50/ir: fix indirect texturing for non-array textures on nvc0</li>
198 <li>i965: Only magnify depth for 3D textures, not array textures.</li>
4.1 38 It allows depth (Z buffer) data to be stored in textures.
43 Shadow mapping with depth textures.
70 Allows one to use textures with sizes that are not powers of two.
  /external/mesa3d/src/mesa/main/
texcompress.c 182 * Compressed textures with just red or red-green components are
254 * very long time to compress the textures in this format it's probably not
389 * OpenGL 4.2 supports the feature that compressed textures can be
397 * limited to pre-compressed textures only. Where on-device compression
675 * For non-compressed textures, we always return the user-specified
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  /external/deqp/modules/gles2/stress/
es2sLongRunningTests.cpp 166 "Delete textures at the end of each iteration, and re-create at the beginning of the next",
171 "Don't reuse textures, and only delete them when given memory limit is reached",
306 (string() + "Use both buffers and textures wastefully" + memoryLimitCases[memoryLimitNdx].descSuffix).c_str(),
  /external/deqp/modules/gles3/stress/
es3sLongRunningTests.cpp 166 "Delete textures at the end of each iteration, and re-create at the beginning of the next",
171 "Don't reuse textures, and only delete them when given memory limit is reached",
306 (string() + "Use both buffers and textures wastefully" + memoryLimitCases[memoryLimitNdx].descSuffix).c_str(),
  /external/mesa3d/docs/
viewperf.html 120 This test uses a number of mipmapped textures, but the textures are
155 Later, these incomplete textures are bound before drawing calls.
  /external/mesa3d/src/gallium/drivers/freedreno/
freedreno_draw.c 153 /* Mark textures as being read */
155 resource_read(batch, ctx->verttex.textures[i]->texture);
157 resource_read(batch, ctx->fragtex.textures[i]->texture);
  /external/mesa3d/src/gallium/drivers/nouveau/nvc0/
nvc0_context.c 155 pipe_sampler_view_reference(&nvc0->textures[s][i], NULL);
276 if (nvc0->textures[s][i] &&
277 nvc0->textures[s][i]->texture == res) {
  /external/mesa3d/src/gallium/drivers/radeon/
r600_test_dma.c 51 /* The GPU blits are emulated on the CPU using these CPU textures. */
194 /* Max 128 MB allowed for both textures. */
280 /* Allocate textures (both the GPU and CPU copies).
  /external/mesa3d/src/gallium/drivers/svga/
svga_state_fs.c 270 /* XXX: want to limit this to the textures that the shader actually
318 * as-is. Should be no-ops for color textures. For depth
319 * textures, we do not get automatic depth compare. We have
  /external/mesa3d/src/intel/vulkan/
anv_formats.c 414 * RGBA formats behind-the-scenes. This works fine for textures
427 /* ASTC textures must be in Y-tiled memory */
517 /* Our hardware doesn't support 1D compressed textures.
  /external/replicaisland/src/com/replica/replicaisland/
Game.java 58 * Also note that textures are not loaded from the resource pack by this function, as OpenGl
89 // Short-term textures are cleared between levels.
93 // Long-term textures persist between levels.

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