Home
last modified time | relevance | path

Searched refs:mem_dup (Results 1 – 10 of 10) sorted by relevance

/external/mesa3d/src/gallium/drivers/softpipe/
Dsp_state_blend.c42 return mem_dup(blend, sizeof(*blend)); in softpipe_create_blend_state()
92 return mem_dup(depth_stencil, sizeof(*depth_stencil)); in softpipe_create_depth_stencil_state()
Dsp_state_rasterizer.c40 return mem_dup(rast, sizeof(*rast)); in softpipe_create_rasterizer_state()
/external/mesa3d/src/gallium/drivers/llvmpipe/
Dlp_state_blend.c48 struct pipe_blend_state *state = mem_dup(blend, sizeof *blend); in llvmpipe_create_blend_state()
115 state = mem_dup(depth_stencil, sizeof *depth_stencil); in llvmpipe_create_depth_stencil_state()
Dlp_state_sampler.c48 struct pipe_sampler_state *state = mem_dup(sampler, sizeof *sampler); in llvmpipe_create_sampler_state()
/external/virglrenderer/src/gallium/auxiliary/util/
Du_memory.h71 mem_dup(const void *src, uint size) in mem_dup() function
/external/mesa3d/src/gallium/auxiliary/util/
Du_memory.h79 mem_dup(const void *src, uint size) in mem_dup() function
/external/mesa3d/src/gallium/state_trackers/nine/
Dpixelshader9.c72 This->byte_code.tokens = mem_dup(pFunction, info.byte_size); in NinePixelShader9_ctor()
Dvertexshader9.c88 This->byte_code.tokens = mem_dup(pFunction, info.byte_size); in NineVertexShader9_ctor()
/external/mesa3d/src/gallium/drivers/swr/
Dswr_state.cpp172 state = (pipe_depth_stencil_alpha_state *)mem_dup(depth_stencil, in swr_create_depth_stencil_state()
203 state = (pipe_rasterizer_state *)mem_dup(rast, sizeof *rast); in swr_create_rasterizer_state()
235 (pipe_sampler_state *)mem_dup(sampler, sizeof *sampler); in swr_create_sampler_state()
/external/mesa3d/src/gallium/drivers/etnaviv/
Detnaviv_compiler.c2276 uinfo->imm_data = mem_dup(c->imm_data, count * sizeof(*c->imm_data)); in copy_uniform_state_to_shader()
2277 uinfo->imm_contents = mem_dup(c->imm_contents, count * sizeof(*c->imm_contents)); in copy_uniform_state_to_shader()
2450 v->code = mem_dup(c->code, c->inst_ptr * 16); in etna_compile_shader()