Searched refs:texture (Results 1 - 6 of 6) sorted by relevance

/system/core/libpixelflinger/codeflinger/
H A Dtexturing.cpp82 // by a texture unit.
212 // non CORRUPTIBLE so that the texture env or blending code
336 comment("compute texture coordinates");
339 // init texture coordinates for each tmu
349 // 1:1 texture
352 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
354 CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
357 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
359 CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
373 CONTEXT_LOAD(s.reg, state.texture[
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/system/core/libpixelflinger/
H A Dbuffer.cpp46 texture_t& t = c->state.texture[i];
55 c->activeTMU = &(c->state.texture[0]);
87 surface_t& s = c->state.texture[i].surface;
88 if ((!c->state.texture[i].enable) || (!s.dirty))
92 generated_tex_vars_t& gen = c->generated_vars.texture[i];
H A Dscanline.cpp154 * - the last nibble of the third value is the source texture format
169 * clamp means we fetch source pixels from a texture with u/v clamping
196 /* special case for arbitrary texture coordinates (think scaling) */
664 if (c->state.texture[i].enable) {
665 texture_iterators_t& ti = c->state.texture[i].iterators;
699 texture_t& tx = c->state.texture[i];
723 // read texture
934 /* Used to parse a 32-bit source texture linearly. Usage is:
942 * Use only for one-to-one texture mapping.
948 texture_t& tx = c->state.texture[
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H A Dpicker.cpp135 const texture_t& tx = c->state.texture[i];
H A Dpixelflinger.cpp106 ggl_set_surface(c, &c->state.texture[tmu].surface, surface);
452 texture_t& u = c->state.texture[tmu];
507 c->activeTMU = &(c->state.texture[tmu]);
/system/core/include/private/pixelflinger/
H A Dggl_context.h500 generated_tex_vars_t texture[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::generated_vars_t
509 texture_t texture[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::state_t

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