Searched refs:rowsPerImage (Results 1 – 5 of 5) sorted by relevance
177 GLint elementsPerRow, imageSize, rowsPerImage, h, i, j, k; in __glFillImage() local193 rowsPerImage = imageHeight; in __glFillImage()196 rowsPerImage = height; in __glFillImage()209 imageSize = rowSize * rowsPerImage; in __glFillImage()404 GLint imageSize, rowsPerImage; in __glEmptyImage() local419 rowsPerImage = imageHeight; in __glEmptyImage()422 rowsPerImage = height; in __glEmptyImage()436 imageSize = sourceRowSize * rowsPerImage; in __glEmptyImage()
66 int rowsPerImage = SkScalarCeilToInt((SkScalar)fRepeatCnt / imagesPerRow); in onDraw() local70 SkScalar imageYOffset = i * rowsPerImage * (kImageSize.fHeight + kPad); in onDraw()
65 int rowsPerImage = SkScalarCeilToInt((SkScalar)fRepeatCnt / imagesPerRow); in onDraw() local69 SkScalar imageYOffset = i * rowsPerImage * (kImageSize.fHeight + kPad); in onDraw()
365 srcBuffer.layout.rowsPerImage = height; in uploadTextureData()422 srcBuffer.layout.rowsPerImage = h; in onClearBackendTexture()633 dstBuffer.layout.rowsPerImage = height; in onReadPixels()
1584 …GLint rowsPerImage = (mState.unpackParameters.imageHeight) > 0 ? mState.unpackParameters.imageHeig… in getRequiredBufferSize() local1588 GLint bytesPerImage = rowsPerImage * bytesPerRow; in getRequiredBufferSize()