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Searched refs:glTarget (Results 1 – 3 of 3) sorted by relevance

/frameworks/rs/driver/
DrsdAllocation.cpp106 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture()
121 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture()
154 RSD_CALL_GL(glGenerateMipmap, drv->glTarget); in Upload2DTexture()
240 RSD_CALL_GL(glBindBuffer, drv->glTarget, drv->bufferID); in UploadToBufferObject()
241 RSD_CALL_GL(glBufferData, drv->glTarget, in UploadToBufferObject()
244 RSD_CALL_GL(glBindBuffer, drv->glTarget, 0); in UploadToBufferObject()
451 drv->glTarget = GL_NONE; in rsdAllocationInitStrided()
454 drv->glTarget = GL_TEXTURE_CUBE_MAP; in rsdAllocationInitStrided()
456 drv->glTarget = GL_TEXTURE_2D; in rsdAllocationInitStrided()
460 drv->glTarget = GL_ARRAY_BUFFER; in rsdAllocationInitStrided()
DrsdAllocation.h49 GLenum glTarget; member
53 int glTarget; member
DrsdShader.cpp413 const GLenum target = drvTex->glTarget; in setupSampler()