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Searched refs:textureID (Results 1 – 4 of 4) sorted by relevance

/frameworks/rs/driver/
DrsdFrameBufferObj.cpp76 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()
DrsdAllocation.cpp105 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()
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DrsdAllocation.h38 uint32_t textureID; member
DrsdShader.cpp502 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); in setupTextures()