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Searched refs:TexDesc (Results 1 – 3 of 3) sorted by relevance

/external/swiftshader/third_party/PowerVR_SDK/Tools/
DPVRTPFXParser.cpp1503 SPVRTPFXParserTexture TexDesc; in ParseTexture() local
1504 TexDesc.nMin = eFilter_Default; in ParseTexture()
1505 TexDesc.nMag = eFilter_Default; in ParseTexture()
1506 TexDesc.nMIP = eFilter_MipDefault; in ParseTexture()
1507 TexDesc.nWrapS = eWrap_Default; in ParseTexture()
1508 TexDesc.nWrapT = eWrap_Default; in ParseTexture()
1509 TexDesc.nWrapR = eWrap_Default; in ParseTexture()
1510 TexDesc.uiWidth = VIEWPORT_SIZE; in ParseTexture()
1511 TexDesc.uiHeight = VIEWPORT_SIZE; in ParseTexture()
1512 TexDesc.uiFlags = OGL_RGBA_8888 | PVRPFXTEX_COLOUR; in ParseTexture()
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/external/skqp/src/gpu/mtl/
DGrMtlGpu.mm256 // This TexDesc refers to the texture that will be read by the client. Thus even if msaa is
257 // requested, this TexDesc describes the resolved texture. Therefore we always have samples set
/external/skia/src/gpu/mtl/
DGrMtlGpu.mm315 // This TexDesc refers to the texture that will be read by the client. Thus even if msaa is
316 // requested, this TexDesc describes the resolved texture. Therefore we always have samples