/frameworks/rs/driver/ |
D | rsdProgramStore.cpp | 158 RSD_CALL_GL(glColorMask, ps->mHal.state.colorRWriteEnable, in rsdProgramStoreSetActive() 164 RSD_CALL_GL(glEnable, GL_BLEND); in rsdProgramStoreSetActive() 165 RSD_CALL_GL(glBlendFunc, drv->blendSrc, drv->blendDst); in rsdProgramStoreSetActive() 167 RSD_CALL_GL(glDisable, GL_BLEND); in rsdProgramStoreSetActive() 171 RSD_CALL_GL(glDepthMask, ps->mHal.state.depthWriteEnable); in rsdProgramStoreSetActive() 173 RSD_CALL_GL(glEnable, GL_DEPTH_TEST); in rsdProgramStoreSetActive() 174 RSD_CALL_GL(glDepthFunc, drv->depthFunc); in rsdProgramStoreSetActive() 176 RSD_CALL_GL(glDisable, GL_DEPTH_TEST); in rsdProgramStoreSetActive() 179 RSD_CALL_GL(glDepthMask, false); in rsdProgramStoreSetActive() 180 RSD_CALL_GL(glDisable, GL_DEPTH_TEST); in rsdProgramStoreSetActive() [all …]
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D | rsdShader.cpp | 249 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr); in loadShader() 250 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader() 253 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); in loadShader() 256 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); in loadShader() 260 … RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf); in loadShader() 264 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); in loadShader() 365 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); in setUniform() 367 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); in setUniform() 369 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); in setUniform() 373 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd); in setUniform() [all …]
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D | rsdProgramRaster.cpp | 38 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()
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D | rsdFrameBufferObj.cpp | 133 RSD_CALL_GL(glViewport, 0, 0, width, height); in setActive() 137 RSD_CALL_GL(glGenFramebuffers, 1, &mFBOId); in setActive() 139 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, mFBOId); in setActive() 147 RSD_CALL_GL(glViewport, 0, 0, mWidth, mHeight); in setActive() 153 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, 0); in setActive() 155 RSD_CALL_GL(glViewport, 0, 0, rsc->getWidth(), rsc->getHeight()); in setActive()
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D | rsdGL.cpp | 157 RSD_CALL_GL(eglMakeCurrent, dc->gl.egl.display, in rsdGLShutdown() 159 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surfaceDefault); in rsdGLShutdown() 161 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surface); in rsdGLShutdown() 163 RSD_CALL_GL(eglDestroyContext, dc->gl.egl.display, dc->gl.egl.context); in rsdGLShutdown() 169 RSD_CALL_GL(eglTerminate, dc->gl.egl.display); in rsdGLShutdown() 237 RSD_CALL_GL(eglInitialize, dc->gl.egl.display, in rsdGLInit() 488 RSD_CALL_GL(eglSwapBuffers, dc->gl.egl.display, dc->gl.egl.surface); in rsdGLSwap() 527 RSD_CALL_GL(glClearColor, r, g, b, a); in rsdGLClearColor() 528 RSD_CALL_GL(glClear, GL_COLOR_BUFFER_BIT); in rsdGLClearColor() 532 RSD_CALL_GL(glClearDepthf, v); in rsdGLClearDepth() [all …]
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D | rsdMeshObj.cpp | 173 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID); in renderPrimitiveRange() 174 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, in renderPrimitiveRange() 177 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0); in renderPrimitiveRange() 178 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, in renderPrimitiveRange() 182 RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len); in renderPrimitiveRange()
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D | rsdAllocation.cpp | 105 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture() 106 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); in Update2DTexture() 111 RSD_CALL_GL(glTexSubImage2D, t, lod, xoff, yoff, w, h, drv->glFormat, drv->glType, ptr); in Update2DTexture() 120 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture() 121 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); in Upload2DTexture() 139 RSD_CALL_GL(glTexImage2D, t, lod, drv->glFormat, in Upload2DTexture() 144 RSD_CALL_GL(glTexSubImage2D, t, lod, 0, 0, in Upload2DTexture() 153 RSD_CALL_GL(glGenerateMipmap, drv->glTarget); in Upload2DTexture() 165 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture() 181 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture() [all …]
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D | rsdGL.h | 23 #define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWat… macro
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D | rsdRuntimeStubs.cpp | 884 RSD_CALL_GL(glDrawArrays, GL_TRIANGLE_FAN, 0, 4);
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