/vbox/src/VBox/HostServices/SharedOpenGL/crserverlib/ |
H A D | server_framebuffer.c | 85 if (target == GL_FRAMEBUFFER) 90 cr_server.head_spu->dispatch_table.BindFramebufferEXT(GL_FRAMEBUFFER, idDrawFBO);
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/ |
H A D | context.c | 84 case GL_FRAMEBUFFER: 107 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, 0, 0); 110 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); 113 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); 122 context_bind_fbo(context, GL_FRAMEBUFFER, fbo); 124 context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 299 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 357 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id); 423 context_bind_fbo(context, GL_FRAMEBUFFER, &entry->id); 431 context_attach_surface_fbo(context, GL_FRAMEBUFFER, [all...] |
H A D | utils.c | 967 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 969 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 1001 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1008 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 1010 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 1037 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb); 1038 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb); 1054 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); 1055 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); 1077 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fb [all...] |
H A D | surface.c | 4745 context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 4781 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo); 4782 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, 4785 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, This, FALSE); 4792 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id); 4793 else context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 4809 context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 4814 if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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H A D | directx.c | 715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); 716 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 719 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 734 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 735 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
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H A D | device.c | 4545 context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 4554 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo); 4555 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, target); 4556 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, depth_stencil, TRUE); 5762 context_bind_fbo(context, GL_FRAMEBUFFER, NULL); 5771 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo); 5772 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)surface); 5773 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
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H A D | wined3d_gl.h | 2041 #define GL_FRAMEBUFFER 0x8d40 macro
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/ |
H A D | context.c | 71 case GL_FRAMEBUFFER: 109 context_bind_fbo(context, GL_FRAMEBUFFER, fbo); 110 context_clean_fbo_attachments(gl_info, GL_FRAMEBUFFER); 111 context_bind_fbo(context, GL_FRAMEBUFFER, 0); 438 context_bind_fbo(context, GL_FRAMEBUFFER, entry->id); 455 if (target != GL_FRAMEBUFFER) 479 context_bind_fbo(context, GL_FRAMEBUFFER, 0); 2530 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding); 2539 context_bind_fbo(context, GL_FRAMEBUFFER, 0); 2558 context_check_fbo_status(context, GL_FRAMEBUFFER); [all...] |
H A D | utils.c | 1081 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 1083 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 1115 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 1122 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 1124 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 1158 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rb); 1159 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rb); 1237 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); 1238 gl_info->fbo_ops.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); 1248 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT [all...] |
H A D | directx.c | 759 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); 760 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 763 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 778 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 779 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0); 858 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); 859 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 862 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 910 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
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H A D | swapchain.c | 532 context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, swapchain->front_buffer, NULL, SFLAG_INDRAWABLE);
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H A D | surface.c | 6044 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, 6073 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, 6090 context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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/vbox/include/VBox/ |
H A D | VBoxGL2D.h | 158 #ifndef GL_FRAMEBUFFER 159 # define GL_FRAMEBUFFER 0x8D40 macro
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/vbox/src/VBox/Devices/Graphics/shaderlib/ |
H A D | directx.c | 538 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo); 539 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0); 542 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER); 557 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); 558 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
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H A D | wined3d_gl.h | 2046 #define GL_FRAMEBUFFER 0x8d40 macro
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/vbox/src/VBox/Frontends/VirtualBox/src/ |
H A D | VBoxFBOverlay.h | 1600 vboxglBindFramebuffer(GL_FRAMEBUFFER, mFBO); 1607 vboxglBindFramebuffer(GL_FRAMEBUFFER, 0); 1614 vboxglFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, pTex->texTarget(), pTex->texture(), 0);
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/vbox/src/VBox/Devices/Graphics/ |
H A D | DevVGA-SVGA3d-ogl.cpp | 3278 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer); 4095 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer); 4151 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer); 4462 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, pContext->idFramebuffer); 4604 pState->ext.glBindFramebuffer(GL_FRAMEBUFFER, 0 /* back buffer */); 5798 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, (type == SVGA3D_RT_DEPTH) ? GL_DEPTH_ATTACHMENT : GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0); 5811 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, 0, 0, 0); 5874 pState->ext.glFramebufferRenderbuffer(GL_FRAMEBUFFER, 5902 pState->ext.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + type - SVGA3D_RT_COLOR0, GL_TEXTURE_2D, pRenderTarget->oglId.texture, target.mipmap); 5908 GLenum status = pState->ext.glCheckFramebufferStatus(GL_FRAMEBUFFER); [all...] |
/vbox/src/VBox/GuestHost/OpenGL/state_tracker/ |
H A D | state_framebuffer.c | 511 case GL_FRAMEBUFFER:
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/vbox/src/VBox/GuestHost/OpenGL/util/ |
H A D | blitter.cpp | 874 pBlitter->pDispatch->BindFramebufferEXT(GL_FRAMEBUFFER, 0);
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/vbox/src/VBox/Devices/Graphics/shaderlib/wine/include/wine/ |
H A D | wgl.h | 1336 #define GL_FRAMEBUFFER 0x8D40 macro
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/vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/vbox/libWineStub/include/wine/ |
H A D | wgl.h | 1504 #define GL_FRAMEBUFFER 0x8D40 macro
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/vbox/src/VBox/GuestHost/OpenGL/include/GL/ |
H A D | glext.h | 1158 #define GL_FRAMEBUFFER 0x8D40 macro
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/vbox/src/VBox/Additions/x11/x11include/mesa-7.2/include/GL/ |
H A D | glext.h | 1153 #define GL_FRAMEBUFFER 0x8D40 macro
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/vbox/src/VBox/Devices/Graphics/vmsvga_glext/ |
H A D | glext.h | 657 /* reuse GL_FRAMEBUFFER */ 1998 #define GL_FRAMEBUFFER 0x8D40 macro
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/vbox/src/VBox/Additions/x11/x11include/MesaLib-8.0.4-GL/GL/ |
H A D | glext.h | 673 /* reuse GL_FRAMEBUFFER */ 1733 #define GL_FRAMEBUFFER 0x8D40 macro
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