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Searched refs:mShaderID (Results 1 – 2 of 2) sorted by relevance

/frameworks/rs/driver/
DrsdShader.cpp55 if (state->mShaderID) { in ~RsdShader()
56 glDeleteShader(state->mShaderID); in ~RsdShader()
110 return mCurrentState->mShaderID; in getStateBasedShaderID()
118 return mCurrentState->mShaderID; in getStateBasedShaderID()
235 mCurrentState->mShaderID = glCreateShader(mType); in loadShader()
236 rsAssert(mCurrentState->mShaderID); in loadShader()
243 ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID); in loadShader()
247 if (mCurrentState->mShaderID) { in loadShader()
249 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr); in loadShader()
250 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader()
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DrsdShader.h53 return mStateBasedShaders.at(index)->mShaderID; in getStateBasedID()
74 explicit StateBasedKey(uint32_t texCount) : mShaderID(0) { in StateBasedKey()
80 uint32_t mShaderID; variable