/external/swiftshader/src/Main/ |
FrameBufferOzone.cpp | 33 framebuffer = buffer->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC);
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/external/swiftshader/src/D3D8/ |
Direct3DSwapChain8.cpp | 217 return backBuffer[index]->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); // FIXME: External
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Direct3DVolume8.cpp | 151 sw::Lock lock = sw::LOCK_READWRITE;
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Direct3DSurface8.cpp | 165 sw::Lock lock = sw::LOCK_READWRITE;
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/external/swiftshader/src/D3D9/ |
Direct3DVolume9.cpp | 182 sw::Lock lock = sw::LOCK_READWRITE;
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Direct3DSurface9.cpp | 264 sw::Lock lock = sw::LOCK_READWRITE;
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Direct3DSwapChain9.cpp | 389 return backBuffer[index]->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); // FIXME: External
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Direct3DDevice9.cpp | [all...] |
/external/swiftshader/src/OpenGL/libGL/ |
Device.cpp | 595 unsigned char *destBytes = (unsigned char*)dest->lockInternal(dRect.x0, dRect.y0, dRect.slice, LOCK_READWRITE, PUBLIC);
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
Device.cpp | 417 unsigned char *destBytes = (unsigned char*)dest->lockInternal(dRect.x0, dRect.y0, dRect.slice, LOCK_READWRITE, PUBLIC);
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/external/swiftshader/src/Renderer/ |
Surface.hpp | 235 LOCK_READWRITE,
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Surface.cpp | 1124 case LOCK_READWRITE: [all...] |
Renderer.cpp | 610 data->colorBuffer[index] = (unsigned int*)context->renderTarget[index]->lockInternal(0, 0, layer, LOCK_READWRITE, MANAGED); 623 data->depthBuffer = (float*)context->depthBuffer->lockInternal(0, 0, layer, LOCK_READWRITE, MANAGED); [all...] |
Blitter.cpp | [all...] |
/external/swiftshader/src/OpenGL/libGLESv2/ |
Device.cpp | 678 unsigned char *destBytes = (unsigned char*)dest->lockInternal(0, 0, z, LOCK_READWRITE, PUBLIC);
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