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Searched refs:textures (Results 1 – 25 of 57) sorted by relevance

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/external/webkit/Source/WebCore/platform/graphics/android/
DBaseTileTexture.cpp75 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()
DBaseTileTexture.h117 void destroyTextures(SharedTexture** textures);
/external/mesa3d/docs/
DMESA_texture_array.spec44 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 …]
DGL3.txt18 Float textures, renderbuffers some infrastructure done
49 Rectangular textures (GL_ARB_texture_rectangle) DONE
64 Multisample textures (GL_ARB_texture_multisample) not started
DRELNOTES-4.138 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.
/external/quake/quake/src/WinQuake/kit/
DREADME.TXT57 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 …]
/external/quake/quake/src/WinQuake/
Dglqnotes.txt57 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 …]
Dgl_rmisc.cpp426 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()
Dgl_model.cpp350 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()
Dmodel.cpp366 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()
Dmodel.h358 texture_t **textures; member
Dgl_model.h406 texture_t **textures; member
/external/mesa3d/src/pixelflinger2/
Dllvm_texture.cpp304 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 …]
Dtexture.cpp395 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()
/external/quake/quake/src/WinQuake/docs/
Dreadme.glquake71 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
/external/quake/quake/src/QW/docs/
Dglqwcl-readme.txt51 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
/external/mesa3d/test/
Dcmain.c77 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()
/external/quake/quake/src/QW/client/
Dgl_rmisc.c428 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()
Dmodel.c348 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()
Dgl_model.c350 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()
Dmodel.h375 texture_t **textures; member
/external/quake/quake/src/QW/server/
Dmodel.c290 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()
/external/quake/quake/src/QW/progs/
Dbuttons.qc13 self.frame = 1; // use alternate textures
25 self.frame = 0; // use normal textures
/external/skia/src/core/
DSkDevice.cpp215 const SkPoint verts[], const SkPoint textures[], in drawVertices() argument
219 draw.drawVertices(vmode, vertexCount, verts, textures, colors, xmode, in drawVertices()
/external/skia/include/core/
DSkDraw.h70 const SkPoint vertices[], const SkPoint textures[],

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