/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Device.cpp | 575 …tencil ? (byte*)source->lockStencil(0, 0, 0, PUBLIC) : (byte*)source->lockInternal(0, 0, 0, LOCK_R… in stretchRect() 576 … isStencil ? (byte*)dest->lockStencil(0, 0, 0, PUBLIC) : (byte*)dest->lockInternal(0, 0, 0, LOCK_D… in stretchRect() 585 …byte *sourceBuffer = (byte*)source->lockInternal((int)sRect.x0, (int)sRect.y0, 0, LOCK_READONLY, P… in stretchRect() 586 …byte *destBuffer = (byte*)dest->lockInternal(dRect.x0, dRect.y0, 0, fullCopy ? LOCK_DISCARD : LOCK… in stretchRect() 595 …byte *sourceBytes = (byte*)source->lockInternal((int)sRect.x0, (int)sRect.y0, sourceRect->slice, L… in stretchRect() 596 …byte *destBytes = (byte*)dest->lockInternal(dRect.x0, dRect.y0, destRect->slice, fullCopy ? LOCK_D… in stretchRect() 677 … unsigned char *sourceBytes = (unsigned char*)source->lockInternal(0, 0, z, LOCK_READONLY, PUBLIC); in stretchCube() 678 unsigned char *destBytes = (unsigned char*)dest->lockInternal(0, 0, z, LOCK_READWRITE, PUBLIC); in stretchCube()
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/external/swiftshader/src/D3D8/ |
D | Direct3DVolume8.cpp | 37 void *Direct3DVolume8::lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) in lockInternal() function in D3D8::Direct3DVolume8 39 return Surface::lockInternal(x, y, z, lock, client); in lockInternal()
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D | Direct3DSurface8.cpp | 74 void *Direct3DSurface8::lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) in lockInternal() function in D3D8::Direct3DSurface8 76 return Surface::lockInternal(x, y, z, lock, client); in lockInternal()
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D | Direct3DVolume8.hpp | 38 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
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D | Direct3DSurface8.hpp | 37 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
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D | Direct3DSwapChain8.cpp | 217 …return backBuffer[index]->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); // FIXME: Exter… in lockBackBuffer()
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | Device.cpp | 374 …sw::byte *sourceBuffer = (sw::byte*)source->lockInternal(0, 0, sRect.slice, LOCK_READONLY, PUBLIC); in stretchRect() 375 sw::byte *destBuffer = (sw::byte*)dest->lockInternal(0, 0, dRect.slice, LOCK_DISCARD, PUBLIC); in stretchRect() 416 …unsigned char *sourceBytes = (unsigned char*)source->lockInternal(sRect.x0, sRect.y0, sRect.slice,… in stretchRect() 417 …unsigned char *destBytes = (unsigned char*)dest->lockInternal(dRect.x0, dRect.y0, dRect.slice, LOC… in stretchRect()
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/external/swiftshader/src/OpenGL/common/ |
D | Image.hpp | 205 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override = 0; 287 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override in lockInternal() function in egl::AndroidNativeImage 292 void *data = sw::Surface::lockInternal(x, y, z, lock, client); in lockInternal()
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D | Image.cpp | 1043 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override in lockInternal() function in egl::ImageImplementation 1045 return Image::lockInternal(x, y, z, lock, client); in lockInternal() 1243 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override in lockInternal() function in egl::ClientBufferImage 1248 void *data = sw::Surface::lockInternal(x, y, z, lock, client); in lockInternal() 1326 void *Image::lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) in lockInternal() function in egl::Image 1328 return Surface::lockInternal(x, y, z, lock, client); in lockInternal()
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/external/swiftshader/src/D3D9/ |
D | Direct3DVolume9.cpp | 45 void *Direct3DVolume9::lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) in lockInternal() function in D3D9::Direct3DVolume9 47 return Surface::lockInternal(x, y, z, lock, client); in lockInternal()
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D | Direct3DVolumeTexture9.cpp | 189 source->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); in GenerateMipSubLevels() 190 dest->lockInternal(0, 0, 0, sw::LOCK_DISCARD, sw::PUBLIC); in GenerateMipSubLevels()
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D | Direct3DVolume9.hpp | 38 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
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D | Direct3DSurface9.cpp | 89 void *Direct3DSurface9::lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) in lockInternal() function in D3D9::Direct3DSurface9 91 return Surface::lockInternal(x, y, z, lock, client); in lockInternal()
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D | Direct3DSurface9.hpp | 36 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
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D | Direct3DSwapChain9.cpp | 389 …return backBuffer[index]->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); // FIXME: Exter… in lockBackBuffer()
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/external/swiftshader/src/WSI/ |
D | FrameBufferOzone.cpp | 33 framebuffer = buffer->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); in lock()
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D | FrameBuffer.cpp | 126 renderbuffer = source->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); in copy()
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/external/swiftshader/src/Main/ |
D | FrameBufferOzone.cpp | 33 framebuffer = buffer->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); in lock()
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/external/swiftshader/src/Device/ |
D | Surface.hpp | 143 virtual void *lockInternal(int x, int y, int z, Lock lock, Accessor client) = 0; 338 return internal ? lockInternal(x, y, z, lock, client) : lockExternal(x, y, z, lock, client); in lock()
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D | Sampler.cpp | 121 mipmap.buffer[face] = surface->lockInternal(-border, -border, 0, LOCK_UNLOCKED, PRIVATE); in setTextureLevel()
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D | Blitter.cpp | 168 source->lockInternal(0, 0, sRect.slice, sw::LOCK_READONLY, sw::PUBLIC); in blit() 169 dest->lockInternal(0, 0, dRect.slice, sw::LOCK_WRITEONLY, sw::PUBLIC); in blit() 196 source->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); in blit3D() 197 dest->lockInternal(0, 0, 0, sw::LOCK_WRITEONLY, sw::PUBLIC); in blit3D()
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D | Surface.cpp | 754 void *lockInternal(int x, int y, int z, Lock lock, Accessor client) override in lockInternal() function in sw::SurfaceImplementation 756 return Surface::lockInternal(x, y, z, lock, client); in lockInternal() 963 void *Surface::lockInternal(int x, int y, int z, Lock lock, Accessor client) in lockInternal() function in sw::Surface 2750 float *target = (float*)lockInternal(x0, y0, 0, lock, PUBLIC); in clearDepth() 2772 float *buffer = (float*)lockInternal(0, 0, 0, lock, PUBLIC); in clearDepth() 2936 row = (unsigned char*)lockInternal(x0, y0, 0, LOCK_WRITEONLY, PUBLIC); in fill() 3061 char *srcBuf = (char*)src->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PRIVATE) + srcStart; in copyCubeEdge() 3062 char *dstBuf = (char*)dst->lockInternal(-1, -1, 0, sw::LOCK_READWRITE, sw::PRIVATE) + dstStart; in copyCubeEdge()
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/external/swiftshader/src/Renderer/ |
D | Surface.hpp | 309 virtual void *lockInternal(int x, int y, int z, Lock lock, Accessor client) = 0; 519 return internal ? lockInternal(x, y, z, lock, client) : lockExternal(x, y, z, lock, client); in lock()
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D | Blitter.cpp | 168 source->lockInternal(0, 0, sRect.slice, sw::LOCK_READONLY, sw::PUBLIC); in blit() 169 dest->lockInternal(0, 0, dRect.slice, sw::LOCK_WRITEONLY, sw::PUBLIC); in blit() 196 source->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); in blit3D() 197 dest->lockInternal(0, 0, 0, sw::LOCK_WRITEONLY, sw::PUBLIC); in blit3D()
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D | Sampler.cpp | 122 mipmap.buffer[face] = surface->lockInternal(-border, -border, 0, LOCK_UNLOCKED, PRIVATE); in setTextureLevel()
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