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Searched refs:sampler (Results 1 – 8 of 8) sorted by relevance

/frameworks/base/opengl/libagl2/src/
Dshader.cpp132 …int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, &x, GL_FLOAT); in glUniform1f() local
133 assert(0 > sampler); // should be assigning to sampler in glUniform1f()
140 …int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_IN… in glUniform1i() local
141 if (0 <= sampler) { in glUniform1i()
146 ctx->tex.sampler2tmu[sampler] = x; in glUniform1i()
/frameworks/base/libs/rs/
DrsSampler.cpp44 mRSC->mHal.funcs.sampler.init(mRSC, this); in Sampler()
48 mRSC->mHal.funcs.sampler.destroy(mRSC, this); in ~Sampler()
Drs_hal.h194 } sampler; member
Drs.spec73 param RsScript sampler
/frameworks/base/docs/html/guide/topics/renderscript/
Dgraphics.jd31 <li><a href="#shader-sampler">Defining a sampler</a></li>
618 <h3 id="shader-sampler">Defining a sampler</h3>
624 situations where hardware does not support the desired behavior of the sampler. In these cases,
631 RsRenderStatesRS</a> sample has many examples on how to create a sampler and bind it to a
/frameworks/base/graphics/java/android/renderscript/
DRenderScript.java142 native void rsnContextBindSampler(int con, int sampler, int slot); in rsnContextBindSampler() argument
143 synchronized void nContextBindSampler(int sampler, int slot) { in nContextBindSampler() argument
145 rsnContextBindSampler(mContext, sampler, slot); in nContextBindSampler()
/frameworks/base/libs/rs/scriptc/
Drs_graphics.rsh103 * Bind a new Sampler object to a ProgramFragment. The sampler will
Drs_types.rsh123 * \brief Opaque handle to a Renderscript sampler object.