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Searched refs:textureID (Results 1 – 5 of 5) sorted by relevance

/frameworks/rs/driver/
DrsdFrameBufferObj.cpp77 if (mDepthTarget->textureID) { in setDepthAttachment()
79 GL_TEXTURE_2D, mDepthTarget->textureID, 0); in setDepthAttachment()
95 if (mColorTargets[i]->textureID) { in setColorAttachment()
97 GL_TEXTURE_2D, mColorTargets[i]->textureID, 0); in setColorAttachment()
DrsdAllocation.cpp97 rsAssert(drv->textureID); in Update2DTexture()
98 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture()
111 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture()
153 if (!drv->textureID) { in UploadToTexture()
154 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture()
169 if (!drv->textureID) { in UploadToTexture()
170 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture()
346 if (drv->textureID) { in rsdAllocationDestroy()
347 RSD_CALL_GL(glDeleteTextures, 1, &drv->textureID); in rsdAllocationDestroy()
348 drv->textureID = 0; in rsdAllocationDestroy()
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DrsdAllocation.h33 uint32_t textureID; member
DrsdShader.cpp491 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); in setupTextures()
/frameworks/support/renderscript/v8/rs_support/driver/
DrsdAllocation.h33 uint32_t textureID; member