Searched refs:mRSProgram (Results 1 – 2 of 2) sorted by relevance
37 mRSProgram = p; in RsdShader()81 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { in getExistingState()83 if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) { in getExistingState()84 Allocation *a = mRSProgram->mHal.state.textures[ct]; in getExistingState()121 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { in init()122 initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames, in init()125 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { in init()126 initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(), in init()131 for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) { in init()141 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { in getGLSLInputString()[all …]
86 const android::renderscript::Program *mRSProgram; variable