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Searched refs:textureID (Results 1 – 4 of 4) sorted by relevance

/frameworks/rs/driver/
DrsdFrameBufferObj.cpp77 if (mDepthTarget->textureID) { in setDepthAttachment()
79 GL_TEXTURE_2D, mDepthTarget->textureID, 0); in setDepthAttachment()
95 if (mColorTargets[i]->textureID) { in setColorAttachment()
97 GL_TEXTURE_2D, mColorTargets[i]->textureID, 0); in setColorAttachment()
DrsdAllocation.cpp109 rsAssert(drv->textureID); in Update2DTexture()
110 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Update2DTexture()
125 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); in Upload2DTexture()
169 if (!drv->textureID) { in UploadToTexture()
170 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture()
185 if (!drv->textureID) { in UploadToTexture()
186 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); in UploadToTexture()
526 if (drv->textureID) { in rsdAllocationDestroy()
527 RSD_CALL_GL(glDeleteTextures, 1, &drv->textureID); in rsdAllocationDestroy()
528 drv->textureID = 0; in rsdAllocationDestroy()
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DrsdAllocation.h43 uint32_t textureID; member
DrsdShader.cpp498 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); in setupTextures()