Home
last modified time | relevance | path

Searched refs:tex (Results 1 – 6 of 6) sorted by relevance

/device/linaro/bootloader/edk2/AppPkg/Applications/Python/Python-2.7.2/Demo/parser/
DFILES2 Doc/libparser.tex
/device/generic/goldfish-opengl/shared/OpenglCodecCommon/
DGLClientState.cpp1097 TextureRec* tex = new TextureRec; in addTextureRec() local
1098 tex->id = id; in addTextureRec()
1099 tex->target = target; in addTextureRec()
1100 tex->format = -1; in addTextureRec()
1101 tex->multisamples = 0; in addTextureRec()
1102 tex->immutable = false; in addTextureRec()
1103 tex->boundEGLImage = false; in addTextureRec()
1104 tex->dims = new TextureDims; in addTextureRec()
1106 (*(m_tex.textureRecs))[id] = tex; in addTextureRec()
1107 return tex; in addTextureRec()
DGLClientState.h644 GLint tex = getActiveTexture() + GL_TEXTURE0; in getClientStateParameter() local
645 *out = tex; in getClientStateParameter()
/device/generic/opengl-transport/host/libs/virglrenderer/libOpenglRender/
DYUVConverter.cpp186 GLuint tex, in subUpdateYUVGLTex() argument
190 s_gles2.glBindTexture(GL_TEXTURE_2D, tex); in subUpdateYUVGLTex()
/device/linaro/bootloader/edk2/AppPkg/Applications/Python/Python-2.7.2/Tools/compiler/
Dast.txt11 # Node types in Doc/lib/asttable.tex.
/device/generic/goldfish-opengl/system/GLESv2_enc/
DGL2Encoder.cpp2455 GLuint tex = state->getBoundTexture(target); in s_glTexSubImage2D() local
2460 if (tex && !state->queryTexEGLImageBacked(tex)) { in s_glTexSubImage2D()
2462 (neededWidth > state->queryTexWidth(level, tex) || in s_glTexSubImage2D()
2463 neededHeight > state->queryTexHeight(level, tex) || in s_glTexSubImage2D()
2464 neededDepth > state->queryTexDepth(level, tex)), in s_glTexSubImage2D()
4002 GLuint tex = state->getBoundTexture(target); in s_glTexSubImage3D() local
4007 SET_ERROR_IF(tex && in s_glTexSubImage3D()
4008 (neededWidth > state->queryTexWidth(level, tex) || in s_glTexSubImage3D()
4009 neededHeight > state->queryTexHeight(level, tex) || in s_glTexSubImage3D()
4010 neededDepth > state->queryTexDepth(level, tex)), in s_glTexSubImage3D()
[all …]