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/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
Dforward_tonemap.inl43 "vec4 rgb = texture(externalTexture, flipped); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
Drgba_inverse_tonemap.inl43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
Dglengine.cpp141 GLuint texture = 0; in engine_load3DTexture() local
142 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
153 return texture; in engine_load3DTexture()
159 GLuint texture = 0; in engine_load1DTexture() local
161 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
171 return texture; in engine_load1DTexture()
/hardware/qcom/sm8150/display/gpu_tonemapper/
Dforward_tonemap.inl43 "vec4 rgb = texture(externalTexture, flipped); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
Drgba_inverse_tonemap.inl43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
Dglengine.cpp141 GLuint texture = 0; in engine_load3DTexture() local
142 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
153 return texture; in engine_load3DTexture()
159 GLuint texture = 0; in engine_load1DTexture() local
161 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
171 return texture; in engine_load1DTexture()
/hardware/qcom/display/msm8998/gpu_tonemapper/
Dforward_tonemap.inl43 "vec4 rgb = texture(externalTexture, flipped); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
Drgba_inverse_tonemap.inl43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
Dglengine.cpp162 GLuint texture = 0; in engine_load3DTexture() local
163 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
164 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
174 return texture; in engine_load3DTexture()
180 GLuint texture = 0; in engine_load1DTexture() local
182 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
183 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
192 return texture; in engine_load1DTexture()
/hardware/qcom/sdm845/display/gpu_tonemapper/
Dforward_tonemap.inl43 "vec4 rgb = texture(externalTexture, flipped); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
Drgba_inverse_tonemap.inl43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
Dglengine.cpp141 GLuint texture = 0; in engine_load3DTexture() local
142 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
153 return texture; in engine_load3DTexture()
159 GLuint texture = 0; in engine_load1DTexture() local
161 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
171 return texture; in engine_load1DTexture()
/hardware/qcom/display/msm8909/gpu_tonemapper/
Dforward_tonemap.inl43 "vec4 rgb = texture(externalTexture, flipped); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
54 "fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb; \n"
Drgba_inverse_tonemap.inl43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
57 …"fs_color.rgb = texture(tonemapper, ScaleOffset(vec3(r, g, b), tSO)).rgb * rgb_premulalpha.a; …
Dglengine.cpp141 GLuint texture = 0; in engine_load3DTexture() local
142 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
153 return texture; in engine_load3DTexture()
159 GLuint texture = 0; in engine_load1DTexture() local
161 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
171 return texture; in engine_load1DTexture()
/hardware/interfaces/vibrator/1.3/
Dtypes.hal23 * A soft tick effect meant to be played as a texture.
25 * A soft, short sensation like the tick of a clock. Unlike regular effects, texture effects
27 * texture to the user as a form of haptic feedback.
/hardware/qcom/msm8998/original-kernel-headers/media/
Dmsm_vidc.h164 unsigned int texture; member
/hardware/qcom/msm8996/original-kernel-headers/media/
Dmsm_vidc.h164 unsigned int texture; member
/hardware/qcom/msm8996/kernel-headers/media/
Dmsm_vidc.h192 unsigned int texture; member
/hardware/qcom/msm8998/kernel-headers/media/
Dmsm_vidc.h158 unsigned int texture; member
/hardware/interfaces/memtrack/1.0/
DIMemtrack.hal23 * trackable in any other way, for example texture memory that is allocated by
/hardware/interfaces/automotive/evs/1.0/
Dtypes.hal63 * texture via eglCreateImageKHR().
/hardware/interfaces/graphics/common/1.1/
Dtypes.hal121 /** buffer is used as a cube map texture */
/hardware/interfaces/automotive/evs/1.1/
Dtypes.hal48 * texture via eglCreateImageKHR().
/hardware/interfaces/graphics/common/1.0/
Dtypes.hal444 /** buffer is used as a GPU texture */