/external/replicaisland/src/com/replica/replicaisland/ |
D | GameObjectFactory.java | 317 textureLibrary.allocateTexture(R.drawable.dust01); 318 textureLibrary.allocateTexture(R.drawable.dust02); 319 textureLibrary.allocateTexture(R.drawable.dust03); 320 textureLibrary.allocateTexture(R.drawable.dust04); 321 textureLibrary.allocateTexture(R.drawable.dust05); 323 textureLibrary.allocateTexture(R.drawable.effect_energyball01); 324 textureLibrary.allocateTexture(R.drawable.effect_energyball02); 325 textureLibrary.allocateTexture(R.drawable.effect_energyball03); 326 textureLibrary.allocateTexture(R.drawable.effect_energyball04); 328 textureLibrary.allocateTexture(R.drawable.effect_explosion_small01); [all …]
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D | Game.java | 169 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 171 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 173 hud.setFadeTexture(longTermTextureLibrary.allocateTexture(R.drawable.black)); in bootstrap() 175 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 177 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 179 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 181 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 183 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 185 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() 187 new DrawableBitmap(longTermTextureLibrary.allocateTexture( in bootstrap() [all …]
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D | DebugSystem.java | 39 mRedBoxTexture = library.allocateTexture(R.drawable.debug_box_red); in DebugSystem() 40 mBlueBoxTexture = library.allocateTexture(R.drawable.debug_box_blue); in DebugSystem() 41 mOutlineBoxTexture = library.allocateTexture(R.drawable.debug_box_outline); in DebugSystem() 42 mRedCircleTexture = library.allocateTexture(R.drawable.debug_circle_red); in DebugSystem() 43 mBlueCircleTexture = library.allocateTexture(R.drawable.debug_circle_blue); in DebugSystem() 44 mOutlineCircleTexture = library.allocateTexture(R.drawable.debug_circle_outline); in DebugSystem()
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D | LevelBuilder.java | 98 textureLibrary.allocateTexture(backgroundResource)); in buildBackground() 156 TiledVertexGrid bg = new TiledVertexGrid(textureLibrary.allocateTexture(tileMapIndex), in addTileMapLayer()
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D | TextureLibrary.java | 72 public Texture allocateTexture(int resourceID) { in allocateTexture() method in TextureLibrary 83 Texture texture = allocateTexture(resourceID); in loadTexture()
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/external/deqp/modules/glshared/ |
D | glsMemoryStressCase.cpp | 444 void allocateTexture (de::Random& rnd); 503 allocateTexture(rnd); in allocUntilFailure() 515 allocateTexture(rnd); in allocUntilFailure() 573 void MemObjectAllocator::allocateTexture (de::Random& rnd) in allocateTexture() function in deqp::gls::MemObjectAllocator
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Renderer11.h | 461 angle::Result allocateTexture(d3d::Context *context, in allocateTexture() function 466 return allocateTexture(context, desc, format, nullptr, textureOut); in allocateTexture() 469 angle::Result allocateTexture(d3d::Context *context, 475 angle::Result allocateTexture(d3d::Context *context,
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D | Image11.cpp | 575 ANGLE_TRY(mRenderer->allocateTexture(context11, desc, formatInfo, in createStagingTexture() 581 mRenderer->allocateTexture(context11, desc, formatInfo, &mStagingTexture)); in createStagingTexture() 614 ANGLE_TRY(mRenderer->allocateTexture(context11, desc, formatInfo, in createStagingTexture() 620 mRenderer->allocateTexture(context11, desc, formatInfo, &mStagingTexture)); in createStagingTexture()
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D | SwapChain11.cpp | 272 angle::Result result = mRenderer->allocateTexture(displayD3D, offscreenTextureDesc, in resetOffscreenColorBuffer() 428 angle::Result result = mRenderer->allocateTexture( in resetOffscreenDepthBuffer() 1007 ANGLE_TRY(mRenderer->allocateTexture(context, offscreenCopyDesc, backbufferFormatInfo, in getRenderTargetShaderResource()
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D | TextureStorage11.cpp | 1303 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo, in ensureTextureExists() 1571 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format, in getSwizzleTexture() 1631 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format, in ensureDropStencilTexture() 2040 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format, in getSwizzleTexture() 2505 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo, in ensureTextureExists() 2816 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format, in getSwizzleTexture() 2878 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), dropDesc, format, in ensureDropStencilTexture() 3046 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo, in getResource() 3246 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, format, in getSwizzleTexture() 3441 ANGLE_TRY(mRenderer->allocateTexture(GetImplAs<Context11>(context), desc, mFormatInfo, in getResource() [all …]
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D | Renderer11.cpp | 2989 ANGLE_TRY(allocateTexture(context11, desc, formatInfo, &texture)); in createRenderTarget() 3597 ANGLE_TRY(allocateTexture(GetImplAs<Context11>(context), planeDesc, in readFromAttachment() 3657 ANGLE_TRY(allocateTexture(GetImplAs<Context11>(context), resolveDesc, in readFromAttachment() 4099 ANGLE_TRY(allocateTexture(GetImplAs<Context11>(context), resolveDesc, formatSet, in resolveMultisampledTexture() 4332 ANGLE_TRY(allocateTexture(context11, stagingDesc, formatSet, textureOut)); in createStagingTexture() 4348 ANGLE_TRY(allocateTexture(context11, stagingDesc, formatSet, textureOut)); in createStagingTexture() 4352 angle::Result Renderer11::allocateTexture(d3d::Context *context, in allocateTexture() function in rx::Renderer11 4364 angle::Result Renderer11::allocateTexture(d3d::Context *context, in allocateTexture() function in rx::Renderer11
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D | Blit11.cpp | 1773 ANGLE_TRY(mRenderer->allocateTexture(context11, textureDesc, format, &mResolvedDepth)); in initResolveDepthOnly() 1827 mRenderer->allocateTexture(context11, textureDesc, formatSet, &mResolvedDepthStencil)); in initResolveDepthStencil()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cSparseTexture2Tests.hpp | 156 …virtual bool allocateTexture(const Functions& gl, GLint target, GLint format, GLuint& texture, GLi…
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D | gl4cSparseTextureTests.hpp | 246 …virtual bool allocateTexture(const Functions& gl, GLint target, GLint format, GLuint& texture, GLi…
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D | gl4cSparseTextureTests.cpp | 1870 bool SparseTextureCommitmentTestCase::allocateTexture(const Functions& gl, GLint target, GLint form… in allocateTexture() function in gl4cts::SparseTextureCommitmentTestCase 2189 allocateTexture(gl, target, format, texture, 1); in verifyInvalidOperationErrors()
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D | gl4cSparseTextureClampTests.cpp | 658 allocateTexture(gl, target, format, texture, 3); in iterate()
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D | gl4cSparseTexture2Tests.cpp | 1006 bool SparseTexture2CommitmentTestCase::allocateTexture(const Functions& gl, GLint target, GLint for… in allocateTexture() function in gl4cts::SparseTexture2CommitmentTestCase
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