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Searched refs:RSD_CALL_GL (Results 1 – 10 of 10) sorted by relevance

/frameworks/rs/driver/
DrsdProgramStore.cpp159 RSD_CALL_GL(glColorMask, ps->mHal.state.colorRWriteEnable, in rsdProgramStoreSetActive()
165 RSD_CALL_GL(glEnable, GL_BLEND); in rsdProgramStoreSetActive()
166 RSD_CALL_GL(glBlendFunc, drv->blendSrc, drv->blendDst); in rsdProgramStoreSetActive()
168 RSD_CALL_GL(glDisable, GL_BLEND); in rsdProgramStoreSetActive()
172 RSD_CALL_GL(glDepthMask, ps->mHal.state.depthWriteEnable); in rsdProgramStoreSetActive()
174 RSD_CALL_GL(glEnable, GL_DEPTH_TEST); in rsdProgramStoreSetActive()
175 RSD_CALL_GL(glDepthFunc, drv->depthFunc); in rsdProgramStoreSetActive()
177 RSD_CALL_GL(glDisable, GL_DEPTH_TEST); in rsdProgramStoreSetActive()
180 RSD_CALL_GL(glDepthMask, false); in rsdProgramStoreSetActive()
181 RSD_CALL_GL(glDisable, GL_DEPTH_TEST); in rsdProgramStoreSetActive()
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DrsdShader.cpp245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL); in loadShader()
246 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader()
249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); in loadShader()
252 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); in loadShader()
256 RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf); in loadShader()
260 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); in loadShader()
359 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); in setUniform()
361 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); in setUniform()
363 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); in setUniform()
367 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd); in setUniform()
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DrsdProgramRaster.cpp38 RSD_CALL_GL(glEnable, GL_CULL_FACE); in rsdProgramRasterSetActive()
39 RSD_CALL_GL(glCullFace, GL_BACK); in rsdProgramRasterSetActive()
42 RSD_CALL_GL(glEnable, GL_CULL_FACE); in rsdProgramRasterSetActive()
43 RSD_CALL_GL(glCullFace, GL_FRONT); in rsdProgramRasterSetActive()
46 RSD_CALL_GL(glDisable, GL_CULL_FACE); in rsdProgramRasterSetActive()
DrsdFrameBufferObj.cpp134 RSD_CALL_GL(glViewport, 0, 0, width, height); in setActive()
138 RSD_CALL_GL(glGenFramebuffers, 1, &mFBOId); in setActive()
140 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, mFBOId); in setActive()
148 RSD_CALL_GL(glViewport, 0, 0, mWidth, mHeight); in setActive()
154 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, 0); in setActive()
156 RSD_CALL_GL(glViewport, 0, 0, rsc->getWidth(), rsc->getHeight()); in setActive()
DrsdGL.cpp163 RSD_CALL_GL(eglMakeCurrent, dc->gl.egl.display, in rsdGLShutdown()
165 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surfaceDefault); in rsdGLShutdown()
167 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surface); in rsdGLShutdown()
169 RSD_CALL_GL(eglDestroyContext, dc->gl.egl.display, dc->gl.egl.context); in rsdGLShutdown()
175 RSD_CALL_GL(eglTerminate, dc->gl.egl.display); in rsdGLShutdown()
249 RSD_CALL_GL(eglInitialize, dc->gl.egl.display, in rsdGLInit()
491 RSD_CALL_GL(eglSwapBuffers, dc->gl.egl.display, dc->gl.egl.surface); in rsdGLSwap()
530 RSD_CALL_GL(glClearColor, r, g, b, a); in rsdGLClearColor()
531 RSD_CALL_GL(glClear, GL_COLOR_BUFFER_BIT); in rsdGLClearColor()
535 RSD_CALL_GL(glClearDepthf, v); in rsdGLClearDepth()
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DrsdAllocation.cpp98 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture()
99 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); in Update2DTexture()
104 RSD_CALL_GL(glTexSubImage2D, t, lod, xoff, yoff, w, h, drv->glFormat, drv->glType, ptr); in Update2DTexture()
111 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture()
112 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); in Upload2DTexture()
130 RSD_CALL_GL(glTexImage2D, t, lod, drv->glFormat, in Upload2DTexture()
135 RSD_CALL_GL(glTexSubImage2D, t, lod, 0, 0, in Upload2DTexture()
144 RSD_CALL_GL(glGenerateMipmap, drv->glTarget); in Upload2DTexture()
154 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture()
170 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture()
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DrsdMeshObj.cpp169 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID); in renderPrimitiveRange()
170 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, in renderPrimitiveRange()
173 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0); in renderPrimitiveRange()
174 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, in renderPrimitiveRange()
178 RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len); in renderPrimitiveRange()
DrsdGL.h23 #define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWat… macro
DrsdPath.cpp177 RSD_CALL_GL(glDrawArrays, GL_LINES, 0, 6); in draw()
DrsdRuntimeStubs.cpp262 RSD_CALL_GL(glDrawArrays, GL_TRIANGLE_FAN, 0, 4); in SC_DrawQuadTexCoords()