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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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