Searched refs:glTarget (Results 1 – 3 of 3) sorted by relevance
/frameworks/base/libs/rs/driver/ |
D | rsdAllocation.cpp | 82 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture() 95 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture() 129 RSD_CALL_GL(glGenerateMipmap, drv->glTarget); in Upload2DTexture() 202 RSD_CALL_GL(glBindBuffer, drv->glTarget, drv->bufferID); in UploadToBufferObject() 203 RSD_CALL_GL(glBufferData, drv->glTarget, alloc->mHal.state.type->getSizeBytes(), in UploadToBufferObject() 205 RSD_CALL_GL(glBindBuffer, drv->glTarget, 0); in UploadToBufferObject() 221 drv->glTarget = GL_NONE; in rsdAllocationInit() 224 drv->glTarget = GL_TEXTURE_CUBE_MAP; in rsdAllocationInit() 226 drv->glTarget = GL_TEXTURE_2D; in rsdAllocationInit() 230 drv->glTarget = GL_ARRAY_BUFFER; in rsdAllocationInit()
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D | rsdShader.cpp | 348 const GLenum target = drvTex->glTarget; in setupSampler() 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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D | rsdAllocation.h | 43 GLenum glTarget; member
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