Searched refs:IOStream (Results 1 – 10 of 10) sorted by relevance
/sdk/emulator/opengl/host/include/libOpenglRender/ |
D | IOStream.h | 24 class IOStream { 27 IOStream(size_t bufSize) { in IOStream() function 39 virtual ~IOStream() { in ~IOStream()
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/sdk/emulator/opengl/host/libs/libOpenglRender/ |
D | RenderThread.h | 27 static RenderThread *create(IOStream *p_stream); 36 IOStream *m_stream;
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D | ReadBuffer.h | 23 ReadBuffer(IOStream *stream, size_t bufSize); 34 IOStream *m_stream;
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D | render_api.cpp | 38 static IOStream *createRenderThread(int p_stream_buffer_size, 136 IOStream *dummy = NULL; in initOpenGLRenderer() 230 IOStream *dummy = createRenderThread(8, IOSTREAM_CLIENT_EXIT_SERVER); in stopOpenGLRenderer() 329 IOStream *createRenderThread(int p_stream_buffer_size, unsigned int clientFlags) in createRenderThread()
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D | ReadBuffer.cpp | 22 ReadBuffer::ReadBuffer(IOStream *stream, size_t bufsize) in ReadBuffer()
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D | RenderThread.cpp | 40 RenderThread *RenderThread::create(IOStream *p_stream) in create()
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/sdk/emulator/opengl/shared/OpenglCodecCommon/ |
D | SocketStream.cpp | 32 IOStream(bufSize), in SocketStream() 40 IOStream(bufSize), in SocketStream()
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D | SocketStream.h | 22 class SocketStream : public IOStream {
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D | glUtils.cpp | 353 IOStream* stream = reinterpret_cast<IOStream*>(_stream); in glUtilsWritePackPointerData()
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/sdk/emulator/opengl/ |
D | DESIGN | 292 byte messages and send it through a generic "IOStream" object. 295 generated files. Their code retrieves byte messages from an "IOStream" 298 IOStream abstraction: 301 The "IOStream" is a very simple abstract class used to send byte messages 303 $EMUGL/host/include/libOpenglRender/IOStream.h 306 source code. The main idea around IOStream's design is that to send a message, 332 The host IOStream implementations are under $EMUGL/shared/OpenglCodecCommon/, 342 The guest IOStream implementation uses the TcpStream.cpp above, as well as 364 However, would it be necessary, you could write a guest IOStream implementation 585 library to provide its own IOStream implementation. However, this wasn't very
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