Searched refs:RSD_CALL_GL (Results 1 - 9 of 9) sorted by relevance

/frameworks/base/libs/rs/driver/
H A DrsdProgramRaster.cpp38 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);
H A DrsdProgramStore.cpp159 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
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H A DrsdShader.cpp181 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
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H A DrsdFrameBufferObj.cpp128 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());
H A DrsdAllocation.cpp82 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
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H A DrsdMeshObj.cpp174 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);
H A DrsdGL.h23 #define RSD_CALL_GL(x, ...) rsc->setWatchdogGL(#x, __LINE__, __FILE__); x(__VA_ARGS__); rsc->setWatchdogGL(NULL, 0, NULL) macro
H A DrsdGL.cpp135 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);
/frameworks/base/libs/rs/
H A DrsScriptC_LibGL.cpp161 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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