/frameworks/base/media/libstagefright/codecs/common/ |
H A D | cmnMemory.c | 50 VO_U32 cmnMemCopy (VO_S32 uID, VO_PTR pDest, VO_PTR pSource, VO_U32 uSize) argument 52 memcpy (pDest, pSource, uSize); 66 VO_U32 cmnMemMove (VO_S32 uID, VO_PTR pDest, VO_PTR pSource, VO_U32 uSize) argument 68 memmove (pDest, pSource, uSize);
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/frameworks/base/opengl/tests/gl2_jni/jni/ |
H A D | gl_code.cpp | 37 GLuint loadShader(GLenum shaderType, const char* pSource) { argument 40 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/opengl/tests/gldual/jni/ |
H A D | gl_code.cpp | 37 GLuint loadShader(GLenum shaderType, const char* pSource) { argument 40 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/opengl/tests/gl2_basic/ |
H A D | gl2_basic.cpp | 76 GLuint loadShader(GLenum shaderType, const char* pSource) { argument 79 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/opengl/tests/gl_perf/ |
H A D | fill_common.cpp | 33 GLuint loadShader(GLenum shaderType, const char* pSource) { argument 36 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/opengl/tests/gl2_copyTexImage/ |
H A D | gl2_copyTexImage.cpp | 76 GLuint loadShader(GLenum shaderType, const char* pSource) { argument 79 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/opengl/tests/gl2_yuvtex/ |
H A D | gl2_yuvtex.cpp | 83 GLuint loadShader(GLenum shaderType, const char* pSource) { argument 86 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/media/libstagefright/tests/ |
H A D | SurfaceMediaSource_test.cpp | 196 void loadShader(GLenum shaderType, const char* pSource, GLuint* outShader) { argument 200 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/media/libvideoeditor/lvpp/ |
H A D | NativeWindowRenderer.cpp | 284 void NativeWindowRenderer::loadShader(GLenum shaderType, const char* pSource, argument 289 glShaderSource(shader, 1, &pSource, NULL);
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/frameworks/base/libs/gui/tests/ |
H A D | SurfaceTexture_test.cpp | 184 void loadShader(GLenum shaderType, const char* pSource, GLuint* outShader) { argument 188 glShaderSource(shader, 1, &pSource, NULL);
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