Searched refs:drvTex (Results 1 – 1 of 1) sorted by relevance
/frameworks/base/libs/rs/driver/ |
D | rsdShader.cpp | 347 DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv; in setupSampler() local 348 const GLenum target = drvTex->glTarget; in setupSampler() 423 DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv; in setupTextures() local 424 if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) { in setupTextures() 428 RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID); in setupTextures() 434 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); in setupTextures() 435 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); in setupTextures() 436 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); in setupTextures() 437 RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); in setupTextures()
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