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Searched refs:allocateTexture (Results 1 – 17 of 17) sorted by relevance

/external/replicaisland/src/com/replica/replicaisland/
DGameObjectFactory.java317 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 …]
DGame.java169 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 …]
DDebugSystem.java39 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()
DLevelBuilder.java98 textureLibrary.allocateTexture(backgroundResource)); in buildBackground()
156 TiledVertexGrid bg = new TiledVertexGrid(textureLibrary.allocateTexture(tileMapIndex), in addTileMapLayer()
DTextureLibrary.java72 public Texture allocateTexture(int resourceID) { in allocateTexture() method in TextureLibrary
83 Texture texture = allocateTexture(resourceID); in loadTexture()
/external/deqp/modules/glshared/
DglsMemoryStressCase.cpp444 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
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DRenderer11.h461 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,
DImage11.cpp575 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()
DSwapChain11.cpp272 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()
DTextureStorage11.cpp1303 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 …]
DRenderer11.cpp2989 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
DBlit11.cpp1773 ANGLE_TRY(mRenderer->allocateTexture(context11, textureDesc, format, &mResolvedDepth)); in initResolveDepthOnly()
1827 mRenderer->allocateTexture(context11, textureDesc, formatSet, &mResolvedDepthStencil)); in initResolveDepthStencil()
/external/deqp/external/openglcts/modules/gl/
Dgl4cSparseTexture2Tests.hpp156 …virtual bool allocateTexture(const Functions& gl, GLint target, GLint format, GLuint& texture, GLi…
Dgl4cSparseTextureTests.hpp246 …virtual bool allocateTexture(const Functions& gl, GLint target, GLint format, GLuint& texture, GLi…
Dgl4cSparseTextureTests.cpp1870 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()
Dgl4cSparseTextureClampTests.cpp658 allocateTexture(gl, target, format, texture, 3); in iterate()
Dgl4cSparseTexture2Tests.cpp1006 bool SparseTexture2CommitmentTestCase::allocateTexture(const Functions& gl, GLint target, GLint for… in allocateTexture() function in gl4cts::SparseTexture2CommitmentTestCase