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Searched refs:lockInternal (Results 1 – 25 of 31) sorted by relevance

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/external/swiftshader/src/OpenGL/libGLESv2/
DDevice.cpp575 …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()
/external/swiftshader/src/D3D8/
DDirect3DVolume8.cpp37 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()
DDirect3DSurface8.cpp74 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()
DDirect3DVolume8.hpp38 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
DDirect3DSurface8.hpp37 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
DDirect3DSwapChain8.cpp217 …return backBuffer[index]->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); // FIXME: Exter… in lockBackBuffer()
/external/swiftshader/src/OpenGL/libGLES_CM/
DDevice.cpp374 …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()
/external/swiftshader/src/OpenGL/common/
DImage.hpp205 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()
DImage.cpp1043 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()
/external/swiftshader/src/D3D9/
DDirect3DVolume9.cpp45 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()
DDirect3DVolumeTexture9.cpp189 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()
DDirect3DVolume9.hpp38 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
DDirect3DSurface9.cpp89 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()
DDirect3DSurface9.hpp36 void *lockInternal(int x, int y, int z, sw::Lock lock, sw::Accessor client) override;
DDirect3DSwapChain9.cpp389 …return backBuffer[index]->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); // FIXME: Exter… in lockBackBuffer()
/external/swiftshader/src/WSI/
DFrameBufferOzone.cpp33 framebuffer = buffer->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); in lock()
DFrameBuffer.cpp126 renderbuffer = source->lockInternal(0, 0, 0, sw::LOCK_READONLY, sw::PUBLIC); in copy()
/external/swiftshader/src/Main/
DFrameBufferOzone.cpp33 framebuffer = buffer->lockInternal(0, 0, 0, sw::LOCK_READWRITE, sw::PUBLIC); in lock()
/external/swiftshader/src/Device/
DSurface.hpp143 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()
DSampler.cpp121 mipmap.buffer[face] = surface->lockInternal(-border, -border, 0, LOCK_UNLOCKED, PRIVATE); in setTextureLevel()
DBlitter.cpp168 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()
DSurface.cpp754 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()
/external/swiftshader/src/Renderer/
DSurface.hpp309 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()
DBlitter.cpp168 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()
DSampler.cpp122 mipmap.buffer[face] = surface->lockInternal(-border, -border, 0, LOCK_UNLOCKED, PRIVATE); in setTextureLevel()

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