/hardware/qcom/sdm845/display/gpu_tonemapper/ |
D | forward_tonemap.inl | 43 "vec4 rgb = texture(externalTexture, flipped); \n" 46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n" 47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n" 48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n" 54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
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D | rgba_inverse_tonemap.inl | 43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); … 49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; … 50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; … 51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; … 57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
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D | glengine.cpp | 141 GLuint texture = 0; in engine_load3DTexture() local 142 GL(glGenTextures(1, &texture)); in engine_load3DTexture() 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 153 return texture; in engine_load3DTexture() 159 GLuint texture = 0; in engine_load1DTexture() local 161 GL(glGenTextures(1, &texture)); in engine_load1DTexture() 162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture() 171 return texture; in engine_load1DTexture()
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/hardware/qcom/display/msm8909/gpu_tonemapper/ |
D | forward_tonemap.inl | 43 "vec4 rgb = texture(externalTexture, flipped); \n" 46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n" 47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n" 48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n" 54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
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D | rgba_inverse_tonemap.inl | 43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); … 49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; … 50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; … 51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; … 57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
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D | glengine.cpp | 141 GLuint texture = 0; in engine_load3DTexture() local 142 GL(glGenTextures(1, &texture)); in engine_load3DTexture() 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 153 return texture; in engine_load3DTexture() 159 GLuint texture = 0; in engine_load1DTexture() local 161 GL(glGenTextures(1, &texture)); in engine_load1DTexture() 162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture() 171 return texture; in engine_load1DTexture()
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/hardware/qcom/display/msm8998/gpu_tonemapper/ |
D | forward_tonemap.inl | 43 "vec4 rgb = texture(externalTexture, flipped); \n" 46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n" 47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n" 48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n" 54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
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D | rgba_inverse_tonemap.inl | 43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); … 49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; … 50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; … 51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; … 57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
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D | glengine.cpp | 162 GLuint texture = 0; in engine_load3DTexture() local 163 GL(glGenTextures(1, &texture)); in engine_load3DTexture() 164 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 174 return texture; in engine_load3DTexture() 180 GLuint texture = 0; in engine_load1DTexture() local 182 GL(glGenTextures(1, &texture)); in engine_load1DTexture() 183 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture() 192 return texture; in engine_load1DTexture()
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/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/ |
D | forward_tonemap.inl | 43 "vec4 rgb = texture(externalTexture, flipped); \n" 46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n" 47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n" 48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n" 54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
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D | rgba_inverse_tonemap.inl | 43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); … 49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; … 50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; … 51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; … 57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
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D | glengine.cpp | 141 GLuint texture = 0; in engine_load3DTexture() local 142 GL(glGenTextures(1, &texture)); in engine_load3DTexture() 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 153 return texture; in engine_load3DTexture() 159 GLuint texture = 0; in engine_load1DTexture() local 161 GL(glGenTextures(1, &texture)); in engine_load1DTexture() 162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture() 171 return texture; in engine_load1DTexture()
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/hardware/interfaces/vibrator/1.3/ |
D | types.hal | 23 * A soft tick effect meant to be played as a texture. 25 * A soft, short sensation like the tick of a clock. Unlike regular effects, texture effects 27 * texture to the user as a form of haptic feedback.
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/hardware/qcom/msm8998/original-kernel-headers/media/ |
D | msm_vidc.h | 164 unsigned int texture; member
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/hardware/qcom/msm8996/original-kernel-headers/media/ |
D | msm_vidc.h | 164 unsigned int texture; member
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/hardware/qcom/msm8998/kernel-headers/media/ |
D | msm_vidc.h | 158 unsigned int texture; member
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/hardware/qcom/msm8996/kernel-headers/media/ |
D | msm_vidc.h | 192 unsigned int texture; member
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/hardware/interfaces/memtrack/1.0/ |
D | IMemtrack.hal | 23 * trackable in any other way, for example texture memory that is allocated by
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/hardware/interfaces/automotive/evs/1.0/ |
D | types.hal | 53 * texture via eglCreateImageKHR().
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/hardware/interfaces/graphics/common/1.1/ |
D | types.hal | 121 /** buffer is used as a cube map texture */
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/hardware/interfaces/graphics/common/1.0/ |
D | types.hal | 444 /** buffer is used as a GPU texture */
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