Loading libs/rs/driver/rsdAllocation.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -388,7 +388,7 @@ int32_t rsdAllocationInitSurfaceTexture(const Context *rsc, const Allocation *al void rsdAllocationData1D(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t lod, uint32_t count, const void *data, uint32_t sizeBytes) { const void *data, size_t sizeBytes) { DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv; const uint32_t eSize = alloc->mHal.state.type->getElementSizeBytes(); Loading @@ -407,7 +407,7 @@ void rsdAllocationData1D(const Context *rsc, const Allocation *alloc, void rsdAllocationData2D(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t yoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes) { uint32_t w, uint32_t h, const void *data, size_t sizeBytes) { DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv; uint32_t eSize = alloc->mHal.state.elementSizeBytes; Loading libs/rs/driver/rsdProgram.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -34,7 +34,7 @@ using namespace android; using namespace android::renderscript; bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv, const char* shader, uint32_t shaderLen) { const char* shader, size_t shaderLen) { RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen); pv->mHal.drv = drv; Loading Loading @@ -78,7 +78,7 @@ void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) { } bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf, const char* shader, uint32_t shaderLen) { const char* shader, size_t shaderLen) { RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen); pf->mHal.drv = drv; Loading libs/rs/driver/rsdShader.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -30,7 +30,7 @@ using namespace android; using namespace android::renderscript; RsdShader::RsdShader(const Program *p, uint32_t type, const char * shaderText, uint32_t shaderLength) { const char * shaderText, size_t shaderLength) { mUserShader.setTo(shaderText, shaderLength); mRSProgram = p; Loading libs/rs/rs_hal.h +7 −7 Original line number Diff line number Diff line Loading @@ -119,15 +119,15 @@ typedef struct { void (*data1D)(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t lod, uint32_t count, const void *data, uint32_t sizeBytes); const void *data, size_t sizeBytes); void (*data2D)(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t yoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes); const void *data, size_t sizeBytes); void (*data3D)(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t yoff, uint32_t zoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, uint32_t d, const void *data, uint32_t sizeBytes); uint32_t w, uint32_t h, uint32_t d, const void *data, size_t sizeBytes); // Allocation to allocation copies void (*allocData1D)(const Context *rsc, Loading @@ -151,9 +151,9 @@ typedef struct { uint32_t srcLod, RsAllocationCubemapFace srcFace); void (*elementData1D)(const Context *rsc, const Allocation *alloc, uint32_t x, const void *data, uint32_t elementOff, uint32_t sizeBytes); const void *data, uint32_t elementOff, size_t sizeBytes); void (*elementData2D)(const Context *rsc, const Allocation *alloc, uint32_t x, uint32_t y, const void *data, uint32_t elementOff, uint32_t sizeBytes); const void *data, uint32_t elementOff, size_t sizeBytes); } allocation; Loading @@ -172,14 +172,14 @@ typedef struct { struct { bool (*init)(const Context *rsc, const ProgramVertex *pv, const char* shader, uint32_t shaderLen); const char* shader, size_t shaderLen); void (*setActive)(const Context *rsc, const ProgramVertex *pv); void (*destroy)(const Context *rsc, const ProgramVertex *pv); } vertex; struct { bool (*init)(const Context *rsc, const ProgramFragment *pf, const char* shader, uint32_t shaderLen); const char* shader, size_t shaderLen); void (*setActive)(const Context *rsc, const ProgramFragment *pf); void (*destroy)(const Context *rsc, const ProgramFragment *pf); } fragment; Loading Loading
libs/rs/driver/rsdAllocation.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -388,7 +388,7 @@ int32_t rsdAllocationInitSurfaceTexture(const Context *rsc, const Allocation *al void rsdAllocationData1D(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t lod, uint32_t count, const void *data, uint32_t sizeBytes) { const void *data, size_t sizeBytes) { DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv; const uint32_t eSize = alloc->mHal.state.type->getElementSizeBytes(); Loading @@ -407,7 +407,7 @@ void rsdAllocationData1D(const Context *rsc, const Allocation *alloc, void rsdAllocationData2D(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t yoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes) { uint32_t w, uint32_t h, const void *data, size_t sizeBytes) { DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv; uint32_t eSize = alloc->mHal.state.elementSizeBytes; Loading
libs/rs/driver/rsdProgram.cpp +2 −2 Original line number Diff line number Diff line Loading @@ -34,7 +34,7 @@ using namespace android; using namespace android::renderscript; bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv, const char* shader, uint32_t shaderLen) { const char* shader, size_t shaderLen) { RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen); pv->mHal.drv = drv; Loading Loading @@ -78,7 +78,7 @@ void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) { } bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf, const char* shader, uint32_t shaderLen) { const char* shader, size_t shaderLen) { RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen); pf->mHal.drv = drv; Loading
libs/rs/driver/rsdShader.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -30,7 +30,7 @@ using namespace android; using namespace android::renderscript; RsdShader::RsdShader(const Program *p, uint32_t type, const char * shaderText, uint32_t shaderLength) { const char * shaderText, size_t shaderLength) { mUserShader.setTo(shaderText, shaderLength); mRSProgram = p; Loading
libs/rs/rs_hal.h +7 −7 Original line number Diff line number Diff line Loading @@ -119,15 +119,15 @@ typedef struct { void (*data1D)(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t lod, uint32_t count, const void *data, uint32_t sizeBytes); const void *data, size_t sizeBytes); void (*data2D)(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t yoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, const void *data, uint32_t sizeBytes); const void *data, size_t sizeBytes); void (*data3D)(const Context *rsc, const Allocation *alloc, uint32_t xoff, uint32_t yoff, uint32_t zoff, uint32_t lod, RsAllocationCubemapFace face, uint32_t w, uint32_t h, uint32_t d, const void *data, uint32_t sizeBytes); uint32_t w, uint32_t h, uint32_t d, const void *data, size_t sizeBytes); // Allocation to allocation copies void (*allocData1D)(const Context *rsc, Loading @@ -151,9 +151,9 @@ typedef struct { uint32_t srcLod, RsAllocationCubemapFace srcFace); void (*elementData1D)(const Context *rsc, const Allocation *alloc, uint32_t x, const void *data, uint32_t elementOff, uint32_t sizeBytes); const void *data, uint32_t elementOff, size_t sizeBytes); void (*elementData2D)(const Context *rsc, const Allocation *alloc, uint32_t x, uint32_t y, const void *data, uint32_t elementOff, uint32_t sizeBytes); const void *data, uint32_t elementOff, size_t sizeBytes); } allocation; Loading @@ -172,14 +172,14 @@ typedef struct { struct { bool (*init)(const Context *rsc, const ProgramVertex *pv, const char* shader, uint32_t shaderLen); const char* shader, size_t shaderLen); void (*setActive)(const Context *rsc, const ProgramVertex *pv); void (*destroy)(const Context *rsc, const ProgramVertex *pv); } vertex; struct { bool (*init)(const Context *rsc, const ProgramFragment *pf, const char* shader, uint32_t shaderLen); const char* shader, size_t shaderLen); void (*setActive)(const Context *rsc, const ProgramFragment *pf); void (*destroy)(const Context *rsc, const ProgramFragment *pf); } fragment; Loading