/hardware/qcom/sm7250/display/gpu_tonemapper/ |
D | glengine.cpp | 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 144 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 145 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 146 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 147 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture() 148 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture() 150 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture() 287 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
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/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/ |
D | glengine.cpp | 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 144 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 145 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 146 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 147 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture() 148 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture() 150 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture() 287 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
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/hardware/qcom/sm8150/display/gpu_tonemapper/ |
D | glengine.cpp | 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 144 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 145 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 146 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 147 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture() 148 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture() 150 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture() 287 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
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/hardware/qcom/display/msm8909/gpu_tonemapper/ |
D | glengine.cpp | 143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 144 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 145 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 146 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 147 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture() 148 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture() 150 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture() 287 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
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/hardware/qcom/display/msm8998/gpu_tonemapper/ |
D | glengine.cpp | 164 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture() 165 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 166 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 167 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture() 168 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture() 169 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture() 171 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture() 308 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
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/hardware/google/gfxstream/host/gl/glestranslator/GLcommon/ |
D | SaveableTexture.cpp | 441 case GL_TEXTURE_3D: { in getTexImage() 536 m_target == GL_TEXTURE_3D || m_target == GL_TEXTURE_2D_ARRAY) { in loadFromStream() 561 case GL_TEXTURE_3D: in loadFromStream() 599 m_target == GL_TEXTURE_3D || m_target == GL_TEXTURE_2D_ARRAY) { in onSave() 628 case GL_TEXTURE_3D: in onSave() 762 case GL_TEXTURE_3D: in onSave() 763 saveTex(GL_TEXTURE_3D, true, m_levelData[0]); in onSave() 857 m_target == GL_TEXTURE_3D || m_target == GL_TEXTURE_2D_ARRAY) { in restore() 892 case GL_TEXTURE_3D: in restore() 927 case GL_TEXTURE_3D: in restore() [all …]
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D | GLEScontext.cpp | 810 texTarget = GL_TEXTURE_3D; in postLoadRestoreCtx() 1513 case GL_TEXTURE_3D: in setEnable() 1545 case GL_TEXTURE_3D: in isEnabled() 2181 case GL_TEXTURE_3D: in GLTextureTargetToLocal()
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/hardware/google/gfxstream/guest/GLESv2_enc/ |
D | GL2Encoder.cpp | 4268 lastBoundTarget != GL_TEXTURE_3D, in s_glFramebufferTextureLayer() 4398 SET_ERROR_IF(target != GL_TEXTURE_3D && in s_glTexImage3D() 4405 SET_ERROR_IF(target == GL_TEXTURE_3D && in s_glTexImage3D() 4423 if (target == GL_TEXTURE_3D) { in s_glTexImage3D() 4469 SET_ERROR_IF(target != GL_TEXTURE_3D && in s_glTexSubImage3D() 4527 SET_ERROR_IF(target != GL_TEXTURE_3D && in s_glCompressedTexImage3D() 4549 if (target == GL_TEXTURE_3D) { in s_glCompressedTexImage3D() 4559 …SET_ERROR_IF(GLESTextureUtils::isAstcFormat(internalformat) && GL_TEXTURE_3D == target, GL_INVALID… in s_glCompressedTexImage3D() 4663 SET_ERROR_IF(target != GL_TEXTURE_3D && in s_glTexStorage3D() 4675 if (target == GL_TEXTURE_3D) { in s_glTexStorage3D() [all …]
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D | GLESv2Validation.cpp | 672 case GL_TEXTURE_3D: in textureTarget()
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/hardware/google/gfxstream/guest/OpenglCodecCommon/ |
D | GLClientState.cpp | 1449 case GL_TEXTURE_3D: in bindTexture() 1612 ((target == GL_TEXTURE_3D && curr_depth == 0) || in setBoundTextureDims() 1618 if (target == GL_TEXTURE_3D) { in setBoundTextureDims() 1737 case GL_TEXTURE_3D: in getBoundTexture()
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/hardware/google/gfxstream/host/gl/glestranslator/GLES_V2/ |
D | GLESv2Validate.cpp | 352 case GL_TEXTURE_3D: in textureTarget()
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D | GLESv2Imp.cpp | 571 case GL_TEXTURE_3D: in sIsFboTextureTarget() 1425 if (ctx->getBindedTexture(GL_TEXTURE_3D) == textures[i]) in glDeleteTextures() 1426 ctx->setBindedTexture(GL_TEXTURE_3D,0); in glDeleteTextures() 2167 *params = ctx->getBindedTexture(GL_TEXTURE_3D); in s_glStateQueryTv() 2396 TO_GLBOOL(params, ctx->getBindedTexture(GL_TEXTURE_3D)); in glGetBooleanv() 3800 case GL_TEXTURE_3D: { in glGetTexImage()
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/hardware/google/gfxstream/common/opengl/include/GLES3/ |
D | gl3.h | 541 #define GL_TEXTURE_3D 0x806F macro
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D | gl31.h | 541 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/include/GLES3/ |
D | gl3.h | 541 #define GL_TEXTURE_3D 0x806F macro
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D | gl31.h | 541 #define GL_TEXTURE_3D 0x806F macro
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D | gl32.h | 672 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/guest/mesa/include/GL/ |
D | gl.h | 1476 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/guest/mesa/include/GLES3/ |
D | gl3.h | 672 #define GL_TEXTURE_3D 0x806F macro
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D | gl31.h | 672 #define GL_TEXTURE_3D 0x806F macro
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D | gl32.h | 672 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/host/apigen-codec-common/GL/ |
D | gl.h | 1514 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/include/GLES2/ |
D | gl2ext.h | 1956 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/common/opengl/include/GLES2/ |
D | gl2ext.h | 1982 #define GL_TEXTURE_3D 0x806F macro
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/hardware/google/gfxstream/guest/mesa/include/GLES2/ |
D | gl2ext.h | 2040 #define GL_TEXTURE_3D 0x806F macro
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