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Searched
refs:LoadTexture
(Results
1 - 10
of
10
) sorted by null
/external/autotest/client/deps/glbench/src/
windowmanagercompositingtest.cc
34
void
LoadTexture
();
96
// TODO(papakipos): this
LoadTexture
is likely doing more CPU memory copies
98
LoadTexture
();
325
LoadTexture
();
328
LoadTexture
();
331
LoadTexture
();
336
LoadTexture
();
341
LoadTexture
();
375
void WindowManagerCompositingTest::
LoadTexture
() {
/external/tensorflow/tensorflow/examples/android/jni/object_tracking/
sprite.h
36
explicit Sprite(const Image<uint8_t>& image) {
LoadTexture
(image, NULL); }
39
LoadTexture
(image, area);
104
void
LoadTexture
(const Image<uint8_t>& texture_source,
/prebuilts/misc/windows/sdl2/test/
testscale.c
43
LoadTexture
(SDL_Renderer *renderer, char *file, SDL_bool transparent)
160
drawstate->sprite =
LoadTexture
(drawstate->renderer, "icon.bmp", SDL_TRUE);
161
drawstate->background =
LoadTexture
(drawstate->renderer, "sample.bmp", SDL_FALSE);
testgamecontroller.c
77
LoadTexture
(SDL_Renderer *renderer, char *file, SDL_bool transparent)
176
background =
LoadTexture
(screen, "controllermap.bmp", SDL_FALSE);
177
button =
LoadTexture
(screen, "button.bmp", SDL_TRUE);
178
axis =
LoadTexture
(screen, "axis.bmp", SDL_TRUE);
controllermap.c
50
LoadTexture
(SDL_Renderer *renderer, char *file, SDL_bool transparent)
155
background =
LoadTexture
(screen, "controllermap.bmp", SDL_FALSE);
156
button =
LoadTexture
(screen, "button.bmp", SDL_TRUE);
157
axis =
LoadTexture
(screen, "axis.bmp", SDL_TRUE);
testrendertarget.c
41
LoadTexture
(SDL_Renderer *renderer, char *file, SDL_bool transparent)
264
drawstate->sprite =
LoadTexture
(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
266
drawstate->sprite =
LoadTexture
(drawstate->renderer, "icon.bmp", SDL_TRUE);
268
drawstate->background =
LoadTexture
(drawstate->renderer, "sample.bmp", SDL_FALSE);
testrendercopyex.c
41
LoadTexture
(SDL_Renderer *renderer, char *file, SDL_bool transparent)
170
drawstate->sprite =
LoadTexture
(drawstate->renderer, "icon.bmp", SDL_TRUE);
171
drawstate->background =
LoadTexture
(drawstate->renderer, "sample.bmp", SDL_FALSE);
/prebuilts/ndk/r16/sources/android/ndk_helper/
JNIHelper.h
120
uint32_t
LoadTexture
( const char* file_name );
JNIHelper.cpp
208
uint32_t JNIHelper::
LoadTexture
( const char* file_name )
231
mid = env->GetMethodID( jni_helper_java_class_, "
loadTexture
", "(Ljava/lang/String;)Z" );
/prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3drm.h
91
STDMETHOD(
LoadTexture
)(THIS_ const char *filename, IDirect3DRMTexture **texture) PURE;
134
#define IDirect3DRM_LoadTexture(p,a,b) (p)->lpVtbl->
LoadTexture
(p,a,b)
172
#define IDirect3DRM_LoadTexture(p,a,b) (p)->
LoadTexture
(a,b)
230
STDMETHOD(
LoadTexture
)(THIS_ const char *filename, IDirect3DRMTexture2 **texture) PURE;
275
#define IDirect3DRM2_LoadTexture(p,a,b) (p)->lpVtbl->
LoadTexture
(p,a,b)
314
#define IDirect3DRM2_LoadTexture(p,a,b) (p)->
LoadTexture
(a,b)
373
STDMETHOD(
LoadTexture
)(THIS_ const char *filename, IDirect3DRMTexture3 **texture) PURE;
423
#define IDirect3DRM3_LoadTexture(p,a,b) (p)->lpVtbl->
LoadTexture
(p,a,b)
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