/external/webkit/Source/WebCore/platform/graphics/android/ |
D | BaseTileTexture.cpp | 75 SharedTexture* textures[3] = { m_textureA, m_textureB, 0 }; in ~BaseTileTexture() local 76 destroyTextures(textures); in ~BaseTileTexture() 101 void BaseTileTexture::destroyTextures(SharedTexture** textures) in destroyTextures() argument 104 while (textures[x]) { in destroyTextures() 109 textures[x]->lock(); in destroyTextures() 111 textures[x]->getSourceTextureId(), textures[x]->getEGLImage()); in destroyTextures() 112 textures[x]->unlock(); in destroyTextures()
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D | BaseTileTexture.h | 117 void destroyTextures(SharedTexture** textures);
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/external/mesa3d/docs/ |
D | MESA_texture_array.spec | 44 blend two textures out of a larger set of textures. Moreover, in some 45 cases the selected textures may vary on a per-fragment basis within 48 1. High dynamic range textures. The application stores several 49 different "exposures" of an image as different textures. On a 57 textures to blend at run-time. 59 3. Storing short video clips in textures. Each depth slice is a 64 textures without mipmaps. Both of these options have major drawbacks. 74 2D textures. The per-fragment texel is selected by the R texture 302 "For one-dimensional array textures, h_b and d_b are treated as 1, 304 For two-dimensional array textures, d_b is always treated as one, [all …]
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D | GL3.txt | 18 Float textures, renderbuffers some infrastructure done 49 Rectangular textures (GL_ARB_texture_rectangle) DONE 64 Multisample textures (GL_ARB_texture_multisample) not started
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D | RELNOTES-4.1 | 38 It allows depth (Z buffer) data to be stored in textures. 43 Shadow mapping with depth textures. 70 Allows one to use textures with sizes that are not powers of two.
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/external/quake/quake/src/WinQuake/kit/ |
D | README.TXT | 57 The amount of textures used in the game can have a large impact on performance. 61 There is no way to flush already loaded textures, so it is best to change 63 the textures when you change levels. 65 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 66 128, etc), but software quake had a number of textures that repeated at 24 76 textures to be managed. 79 This causes all textures to have one half the dimensions they otherwise would. 81 textures one quarter the resolution on each axis for REALLY blurry textures. 95 pass instead of two. GLQuake uses two passes, one for the world textures 96 and the second for the lightmaps that are blended on the textures. On some [all …]
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/external/quake/quake/src/WinQuake/ |
D | glqnotes.txt | 57 The amount of textures used in the game can have a large impact on performance. 61 There is no way to flush already loaded textures, so it is best to change 63 the textures when you change levels. 65 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 66 128, etc), but software quake had a number of textures that repeated at 24 76 textures to be managed. 79 This causes all textures to have one half the dimensions they otherwise would. 81 textures one quarter the resolution on each axis for REALLY blurry textures. 95 pass instead of two. GLQuake uses two passes, one for the world textures 96 and the second for the lightmaps that are blended on the textures. On some [all …]
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D | gl_rmisc.cpp | 426 if (!cl.worldmodel->textures[i]) in R_NewMap() 428 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) in R_NewMap() 430 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) in R_NewMap() 432 cl.worldmodel->textures[i]->texturechain = NULL; in R_NewMap()
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D | gl_model.cpp | 350 loadmodel->textures = NULL; in Mod_LoadTextures() 358 …loadmodel->textures = (texture_t**) Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , … in Mod_LoadTextures() 375 loadmodel->textures[i] = tx; in Mod_LoadTextures() 401 tx = loadmodel->textures[i]; in Mod_LoadTextures() 434 tx2 = loadmodel->textures[j]; in Mod_LoadTextures() 679 if (!loadmodel->textures) in Mod_LoadTexinfo() 688 out->texture = loadmodel->textures[miptex]; in Mod_LoadTexinfo()
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D | model.cpp | 366 loadmodel->textures = NULL; in Mod_LoadTextures() 374 loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname); in Mod_LoadTextures() 391 loadmodel->textures[i] = tx; in Mod_LoadTextures() 410 tx = loadmodel->textures[i]; in Mod_LoadTextures() 443 tx2 = loadmodel->textures[j]; in Mod_LoadTextures() 688 if (!loadmodel->textures) in Mod_LoadTexinfo() 697 out->texture = loadmodel->textures[miptex]; in Mod_LoadTexinfo()
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D | model.h | 358 texture_t **textures; member
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D | gl_model.h | 406 texture_t **textures; member
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/external/mesa3d/src/pixelflinger2/ |
D | llvm_texture.cpp | 304 Value * x = texcoordWrap(builder, gglCtx->textureState.textures[sampler].wrapS, in tex2D() 306 Value * y = texcoordWrap(builder, gglCtx->textureState.textures[sampler].wrapT, in tex2D() 321 if (0 == gglCtx->textureState.textures[sampler].minFilter && in tex2D() 322 0 == gglCtx->textureState.textures[sampler].magFilter) { // GL_NEAREST in tex2D() 324 gglCtx->textureState.textures[sampler].format/*, dstDesc*/); in tex2D() 326 } else if (1 == gglCtx->textureState.textures[sampler].minFilter && in tex2D() 327 1 == gglCtx->textureState.textures[sampler].magFilter) { // GL_LINEAR in tex2D() 330 gglCtx->textureState.textures[sampler].format/*, dstDesc*/); in tex2D() 500 Value * x = texcoordWrap(builder, gglCtx->textureState.textures[sampler].wrapS, in texCube() 502 Value * y = texcoordWrap(builder, gglCtx->textureState.textures[sampler].wrapT, in texCube() [all …]
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D | texture.cpp | 395 else if (ctx->state.textureState.textures[sampler].format != texture->format) in SetSampler() 397 else if (ctx->state.textureState.textures[sampler].wrapS != texture->wrapS) in SetSampler() 399 else if (ctx->state.textureState.textures[sampler].wrapT != texture->wrapT) in SetSampler() 401 else if (ctx->state.textureState.textures[sampler].minFilter != texture->minFilter) in SetSampler() 403 else if (ctx->state.textureState.textures[sampler].magFilter != texture->magFilter) in SetSampler() 408 …ctx->state.textureState.textures[sampler] = *texture; // shallow copy, data pointed to must remain… in SetSampler() 416 …memset(ctx->state.textureState.textures + sampler, 0, sizeof(ctx->state.textureState.textures[samp… in SetSampler()
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/external/quake/quake/src/WinQuake/docs/ |
D | readme.glquake | 71 The amount of textures used in the game can have a large impact on performance. 75 There is no way to flush already loaded textures, so it is best to change 77 the textures when you change levels. 79 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 80 128, etc), but software quake had a number of textures that repeated at 24 90 textures to be managed. 93 This causes all textures to have one half the dimensions they otherwise would. 95 textures one quarter the resolution on each axis for REALLY blurry textures. 150 This sets the opacity of water textures, so you can see through it in properly
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/external/quake/quake/src/QW/docs/ |
D | glqwcl-readme.txt | 51 The amount of textures used in the game can have a large impact on performance. 55 There is no way to flush already loaded textures, so it is best to change 57 the textures when you change levels. 59 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 60 128, etc), but software quake had a number of textures that repeated at 24 70 textures to be managed. 73 This causes all textures to have one half the dimensions they otherwise would. 75 textures one quarter the resolution on each axis for REALLY blurry textures. 130 This sets the opacity of water textures, so you can see through it in properly
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/external/mesa3d/test/ |
D | cmain.c | 77 gglState.textureState.textures[0] = texture0; in contextless_test() 78 gglState.textureState.textureData[0] = gglState.textureState.textures[0].levels; in contextless_test() 79 gglState.textureState.textureDimensions[0 * 2 + 0] = gglState.textureState.textures[0].width; in contextless_test() 80 gglState.textureState.textureDimensions[0 * 2 + 1] = gglState.textureState.textures[0].height; in contextless_test()
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/external/quake/quake/src/QW/client/ |
D | gl_rmisc.c | 428 if (!cl.worldmodel->textures[i]) in R_NewMap() 430 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) in R_NewMap() 432 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) in R_NewMap() 434 cl.worldmodel->textures[i]->texturechain = NULL; in R_NewMap()
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D | model.c | 348 loadmodel->textures = NULL; in Mod_LoadTextures() 356 loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname); in Mod_LoadTextures() 373 loadmodel->textures[i] = tx; in Mod_LoadTextures() 392 tx = loadmodel->textures[i]; in Mod_LoadTextures() 425 tx2 = loadmodel->textures[j]; in Mod_LoadTextures() 670 if (!loadmodel->textures) in Mod_LoadTexinfo() 679 out->texture = loadmodel->textures[miptex]; in Mod_LoadTexinfo()
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D | gl_model.c | 350 loadmodel->textures = NULL; in Mod_LoadTextures() 358 loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname); in Mod_LoadTextures() 375 loadmodel->textures[i] = tx; in Mod_LoadTextures() 401 tx = loadmodel->textures[i]; in Mod_LoadTextures() 434 tx2 = loadmodel->textures[j]; in Mod_LoadTextures() 679 if (!loadmodel->textures) in Mod_LoadTexinfo() 688 out->texture = loadmodel->textures[miptex]; in Mod_LoadTexinfo()
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D | model.h | 375 texture_t **textures; member
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/external/quake/quake/src/QW/server/ |
D | model.c | 290 loadmodel->textures = NULL; in Mod_LoadTextures() 298 loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname); in Mod_LoadTextures() 315 loadmodel->textures[i] = tx; in Mod_LoadTextures() 331 tx = loadmodel->textures[i]; in Mod_LoadTextures() 364 tx2 = loadmodel->textures[j]; in Mod_LoadTextures() 607 if (!loadmodel->textures) in Mod_LoadTexinfo() 616 out->texture = loadmodel->textures[miptex]; in Mod_LoadTexinfo()
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/external/quake/quake/src/QW/progs/ |
D | buttons.qc | 13 self.frame = 1; // use alternate textures 25 self.frame = 0; // use normal textures
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/external/skia/src/core/ |
D | SkDevice.cpp | 215 const SkPoint verts[], const SkPoint textures[], in drawVertices() argument 219 draw.drawVertices(vmode, vertexCount, verts, textures, colors, xmode, in drawVertices()
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/external/skia/include/core/ |
D | SkDraw.h | 70 const SkPoint vertices[], const SkPoint textures[],
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