/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 [all...] |
/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 [all...] |
/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);
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/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); [all...] |
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) {
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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 */
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/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); [all...] |
/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); [all...] |
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.
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/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.
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/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];
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/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>
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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>
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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>
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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.
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/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 [all...] |
/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(),
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/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(),
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/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.
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/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);
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/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) {
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/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).
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/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
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/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.
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/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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