Searched refs:textureID (Results 1 – 4 of 4) sorted by relevance
/frameworks/rs/driver/ |
D | rsdFrameBufferObj.cpp | 76 if (mDepthTarget->textureID) { in setDepthAttachment() 78 GL_TEXTURE_2D, mDepthTarget->textureID, 0); in setDepthAttachment() 94 if (mColorTargets[i]->textureID) { in setColorAttachment() 96 GL_TEXTURE_2D, mColorTargets[i]->textureID, 0); in setColorAttachment()
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D | rsdAllocation.cpp | 105 rsAssert(drv->textureID); in Update2DTexture() 106 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture() 121 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture() 165 if (!drv->textureID) { in UploadToTexture() 166 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture() 181 if (!drv->textureID) { in UploadToTexture() 182 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture() 546 if (drv->textureID) { in rsdAllocationDestroy() 547 RSD_CALL_GL(glDeleteTextures, 1, &drv->textureID); in rsdAllocationDestroy() 548 drv->textureID = 0; in rsdAllocationDestroy() [all …]
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D | rsdAllocation.h | 38 uint32_t textureID; member
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D | rsdShader.cpp | 502 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); in setupTextures()
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