Searched refs:RSD_CALL_GL (Results 1 - 9 of 9) sorted by relevance
/frameworks/base/libs/rs/driver/ |
H A D | rsdProgramRaster.cpp | 38 RSD_CALL_GL(glEnable, GL_CULL_FACE); 39 RSD_CALL_GL(glCullFace, GL_BACK); 42 RSD_CALL_GL(glEnable, GL_CULL_FACE); 43 RSD_CALL_GL(glCullFace, GL_FRONT); 46 RSD_CALL_GL(glDisable, GL_CULL_FACE);
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H A D | rsdProgramStore.cpp | 159 RSD_CALL_GL(glColorMask, ps->mHal.state.colorRWriteEnable, 165 RSD_CALL_GL(glEnable, GL_BLEND); 166 RSD_CALL_GL(glBlendFunc, drv->blendSrc, drv->blendDst); 168 RSD_CALL_GL(glDisable, GL_BLEND); 172 RSD_CALL_GL(glDepthMask, ps->mHal.state.depthWriteEnable); 174 RSD_CALL_GL(glEnable, GL_DEPTH_TEST); 175 RSD_CALL_GL(glDepthFunc, drv->depthFunc); 177 RSD_CALL_GL(glDisable, GL_DEPTH_TEST); 180 RSD_CALL_GL(glDepthMask, false); 181 RSD_CALL_GL(glDisabl [all...] |
H A D | rsdShader.cpp | 181 RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL); 182 RSD_CALL_GL(glCompileShader, mShaderID); 185 RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled); 188 RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen); 192 RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf); 196 RSD_CALL_GL(glDeleteShader, mShaderID); 300 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); 302 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); 304 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); 308 RSD_CALL_GL(glUniform1f [all...] |
H A D | rsdFrameBufferObj.cpp | 128 RSD_CALL_GL(glGenFramebuffers, 1, &mFBOId); 130 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, mFBOId); 138 RSD_CALL_GL(glViewport, 0, 0, mWidth, mHeight); 141 RSD_CALL_GL(glBindFramebuffer, GL_FRAMEBUFFER, 0); 142 RSD_CALL_GL(glViewport, 0, 0, rsc->getWidth(), rsc->getHeight());
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H A D | rsdAllocation.cpp | 82 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); 83 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); 88 RSD_CALL_GL(glTexSubImage2D, t, lod, xoff, yoff, w, h, drv->glFormat, drv->glType, ptr); 95 RSD_CALL_GL(glBindTexture, drv->glTarget, drv->textureID); 96 RSD_CALL_GL(glPixelStorei, GL_UNPACK_ALIGNMENT, 1); 115 RSD_CALL_GL(glTexImage2D, t, lod, drv->glFormat, 120 RSD_CALL_GL(glTexSubImage2D, t, lod, 0, 0, 129 RSD_CALL_GL(glGenerateMipmap, drv->glTarget); 148 RSD_CALL_GL(glGenTextures, 1, &drv->textureID); 171 RSD_CALL_GL(glGenRenderbuffer [all...] |
H A D | rsdMeshObj.cpp | 174 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID); 175 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, 178 RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0); 179 RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, 183 RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len);
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H A D | rsdGL.h | 23 #define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWatchdogGL(NULL, 0, NULL) macro
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H A D | rsdGL.cpp | 135 RSD_CALL_GL(eglMakeCurrent, dc->gl.egl.display, 137 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surfaceDefault); 139 RSD_CALL_GL(eglDestroySurface, dc->gl.egl.display, dc->gl.egl.surface); 141 RSD_CALL_GL(eglDestroyContext, dc->gl.egl.display, dc->gl.egl.context); 147 RSD_CALL_GL(eglTerminate, dc->gl.egl.display); 207 RSD_CALL_GL(eglInitialize, dc->gl.egl.display, 419 RSD_CALL_GL(eglSwapBuffers, dc->gl.egl.display, dc->gl.egl.surface);
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/frameworks/base/libs/rs/ |
H A D | rsScriptC_LibGL.cpp | 161 RSD_CALL_GL(glDrawArrays, GL_TRIANGLE_FAN, 0, 4); 248 RSD_CALL_GL(glFinish); 256 RSD_CALL_GL(glClearColor, r, g, b, a); 257 RSD_CALL_GL(glClear, GL_COLOR_BUFFER_BIT); 264 RSD_CALL_GL(glClearDepthf, v); 265 RSD_CALL_GL(glClear, GL_DEPTH_BUFFER_BIT);
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