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  /frameworks/base/libs/rs/driver/
rsdProgramVertex.h 24 const char* shader, uint32_t shaderLen);
  /frameworks/base/media/libstagefright/tests/
SurfaceMediaSource_test.cpp 197 GLuint shader = glCreateShader(shaderType); local
199 if (shader) {
200 glShaderSource(shader, 1, &pSource, NULL);
202 glCompileShader(shader);
205 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
209 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
214 glGetShaderInfoLog(shader, infoLen, NULL, buf);
215 printf("Shader compile log:\n%s\n", buf);
222 glGetShaderInfoLog(shader, 0x1000, NULL, buf);
223 printf("Shader compile log:\n%s\n", buf)
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  /frameworks/base/opengl/libagl2/
Android.mk 13 src/shader.cpp \
README 9 Most shader functions are implemented, however, most Get* functions for shaders/programs/uniforms/attribs are not.
  /frameworks/base/opengl/libagl2/src/
api.cpp 107 void API_ENTRY(glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
109 CALL_GL_API(glGetShaderSource, shader, bufsize, length, source);
151 GLboolean API_ENTRY(glIsShader)(GLuint shader)
153 CALL_GL_API_RETURN(glIsShader, shader);
  /packages/apps/Settings/src/com/android/settings/applications/
LinearColorBar.java 12 import android.graphics.Shader;
75 0, 0, 0, off-2, RIGHT_COLOR&0xffffff, RIGHT_COLOR, Shader.TileMode.CLAMP));
78 0, 0, 0, off-2, MIDDLE_COLOR&0xffffff, MIDDLE_COLOR, Shader.TileMode.CLAMP));
81 0, 0, 0, off/2, 0x00a0a0a0, 0xffa0a0a0, Shader.TileMode.CLAMP));
  /frameworks/base/libs/hwui/
DisplayListRenderer.h 293 void setupShader(SkiaShader* shader);
454 inline void addShader(SkiaShader* shader) {
455 if (!shader) {
460 SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
462 if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
463 shaderCopy = shader->copy();
464 mShaderMap.add(shader, shaderCopy);
  /development/tools/emulator/opengl/system/GLESv2_enc/
gl2.in 2 GL_ENTRY(void, glAttachShader, GLuint program, GLuint shader)
21 GL_ENTRY(void, glCompileShader, GLuint shader)
33 GL_ENTRY(void, glDeleteShader, GLuint shader)
38 GL_ENTRY(void, glDetachShader, GLuint program, GLuint shader)
68 GL_ENTRY(void, glGetShaderiv, GLuint shader, GLenum pname, GLint* params)
69 GL_ENTRY(void, glGetShaderInfoLog, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
71 GL_ENTRY(void, glGetShaderSource, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
87 GL_ENTRY(GLboolean, glIsShader, GLuint shader)
99 GL_ENTRY(void, glShaderSource, GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
213 GL_ENTRY(void, glShaderString, GLuint shader, const GLchar* string, GLsizei len
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  /external/mesa3d/src/glsl/
README 3 1) lex and yacc-based preprocessor takes the incoming shader string
4 and produces a new string containing the preprocessed shader. This
26 outputs of the vertex shader match the inputs of the fragment shader,
36 shader program and producing a compiled program for each stage. See
57 shader IR backend could potentially even handle some matrix operations
58 without breaking them down, but the 965 fragment shader IR backend
69 standalone compiler against a shader:
154 for the 965 fragment shader backend when that is developed.
208 shader's IR list, and the old context full of dead nodes is freed
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  /frameworks/base/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/
GL2CameraEye.java 383 int shader = GLES20.glCreateShader(shaderType); local
384 if (shader != 0) {
385 GLES20.glShaderSource(shader, source);
386 GLES20.glCompileShader(shader);
388 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
390 Log.e(TAG, "Could not compile shader " + shaderType + ":");
391 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
392 GLES20.glDeleteShader(shader);
393 shader = 0;
396 return shader;
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  /frameworks/media/libvideoeditor/lvpp/
NativeWindowRenderer.cpp 286 GLuint shader = glCreateShader(shaderType); local
289 glShaderSource(shader, 1, &pSource, NULL);
292 glCompileShader(shader);
296 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
299 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
302 glGetShaderInfoLog(shader, infoLen, NULL, buf);
303 LOGE("Shader compile log:\n%s\n", buf);
306 glDeleteShader(shader);
307 shader = 0;
309 *outShader = shader;
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  /system/media/wilhelm/tests/native-media/src/com/example/nativemedia/
MyGLSurfaceView.java 356 int shader = GLES20.glCreateShader(shaderType); local
357 if (shader != 0) {
358 GLES20.glShaderSource(shader, source);
359 GLES20.glCompileShader(shader);
361 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
363 Log.e(TAG, "Could not compile shader " + shaderType + ":");
364 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
365 GLES20.glDeleteShader(shader);
366 shader = 0;
369 return shader;
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  /external/skia/src/core/
SkPictureFlat.cpp 139 const SkShader* shader = (const SkShader*) buffer.readFlattenable(); local
140 if (shader != defaultPaint.getShader())
142 "shader:%p ", shader);
143 SkDELETE(shader);
  /frameworks/base/core/java/android/view/
GLES20RecordingCanvas.java 26 import android.graphics.Shader;
87 final Shader shader = paint.getShader(); local
88 if (shader instanceof BitmapShader) {
89 mDisplayList.mBitmaps.add(((BitmapShader) shader).mBitmap);
  /frameworks/base/graphics/java/android/renderscript/
ProgramFragmentFixedFunction.java 25 * a way to make a simple fragment shader without writing any
27 * color from the vertex shader, or combinations of the both
86 * color in the fixed function fragment shader
102 * function fragment shader and how they are sampled
239 * fragment shader
  /frameworks/base/opengl/libs/
trace.in 5 TRACE_GL_VOID(glAttachShader, (GLuint program, GLuint shader), (program, shader), 2, "GLuint", program, "GLuint", shader)
49 TRACE_GL_VOID(glCompileShader, (GLuint shader), (shader), 1, "GLuint", shader)
71 TRACE_GL_VOID(glDeleteShader, (GLuint shader), (shader), 1, "GLuint", shader)
80 TRACE_GL_VOID(glDetachShader, (GLuint program, GLuint shader), (program, shader), 2, "GLuint", program, "GLuint", shader
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  /external/webkit/Source/WebCore/platform/graphics/qt/
GraphicsContext3DQt.cpp 685 void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader)
688 ASSERT(shader);
690 m_internal->attachShader(program, shader);
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  /development/tools/emulator/opengl/host/libs/Translator/GLcommon/
DummyGLfuncs.cpp 188 GLboolean GL_APIENTRY dummy_glIsShader(GLuint shader){ return false;}
227 void GL_APIENTRY dummy_glAttachShader(GLuint program, GLuint shader){}
229 void GL_APIENTRY dummy_glCompileShader(GLuint shader){}
233 void GL_APIENTRY dummy_glDeleteShader(GLuint shader){}
234 void GL_APIENTRY dummy_glDetachShader(GLuint program, GLuint shader){}
244 void GL_APIENTRY dummy_glGetShaderiv(GLuint shader, GLenum pname, GLint* params){}
245 void GL_APIENTRY dummy_glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog){}
247 void GL_APIENTRY dummy_glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source){}
254 void GL_APIENTRY dummy_glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length){}
DummyGLfuncs.h 195 GLboolean GL_APIENTRY dummy_glIsShader(GLuint shader);
234 void GL_APIENTRY dummy_glAttachShader(GLuint program, GLuint shader);
236 void GL_APIENTRY dummy_glCompileShader(GLuint shader);
240 void GL_APIENTRY dummy_glDeleteShader(GLuint shader);
241 void GL_APIENTRY dummy_glDetachShader(GLuint program, GLuint shader);
251 void GL_APIENTRY dummy_glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
252 void GL_APIENTRY dummy_glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
254 void GL_APIENTRY dummy_glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
261 void GL_APIENTRY dummy_glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
  /development/tools/emulator/opengl/host/libs/Translator/include/GLcommon/
GLDispatch.h 200 static GLboolean (GL_APIENTRY *glIsShader)(GLuint shader);
234 static void (GL_APIENTRY *glAttachShader)(GLuint program, GLuint shader);
236 static void (GL_APIENTRY *glCompileShader)(GLuint shader);
240 static void (GL_APIENTRY *glDeleteShader)(GLuint shader);
241 static void (GL_APIENTRY *glDetachShader)(GLuint program, GLuint shader);
251 static void (GL_APIENTRY *glGetShaderiv)(GLuint shader, GLenum pname, GLint* params);
252 static void (GL_APIENTRY *glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
254 static void (GL_APIENTRY *glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
260 static void (GL_APIENTRY *glShaderSource)(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
  /external/llvm/lib/Target/PTX/
PTX.td 47 "Use Shader Model 1.0">;
49 "Use Shader Model 1.1">;
51 "Use Shader Model 1.2">;
53 "Use Shader Model 1.3">;
55 "Use Shader Model 2.0">;
57 "Use Shader Model 2.1">;
59 "Use Shader Model 2.2">;
61 "Use Shader Model 2.3">;
88 // Processor definitions for compute/shader models
  /frameworks/base/graphics/java/android/graphics/drawable/
ShapeDrawable.java 99 * {@link android.graphics.Shader} object will be made.
109 * {@link android.graphics.Shader}.
434 * corresponding shader, or null.
436 * {@link android.graphics.Shader}, such as a
442 * Returns the Shader to be drawn when a Drawable is drawn.
444 * to adjust how the Shader is configured for drawing.
449 * @return the Shader to be drawn
451 public abstract Shader resize(int width, int height);
454 // other subclass could wack the Shader's localmatrix based on the
  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
libGLESv2.cpp 27 #include "libGLESv2/Shader.h"
57 void __stdcall glAttachShader(GLuint program, GLuint shader)
59 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
68 gl::Shader *shaderObject = context->getShader(shader);
84 if (context->getProgram(shader))
698 void __stdcall glCompileShader(GLuint shader)
700 TRACE("(GLuint shader = %d)", shader);
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  /frameworks/base/opengl/libs/GLES2_dbg/src/
api.cpp 48 void Debug_glAttachShader(GLuint program, GLuint shader)
53 GLuint shader; member in struct:__anon15282
56 _c->glAttachShader(program, shader);
61 caller.shader = shader;
64 msg.set_arg1(shader);
482 void Debug_glCompileShader(GLuint shader)
486 GLuint shader; member in struct:__anon15301
489 _c->glCompileShader(shader);
493 caller.shader = shader
822 GLuint shader; member in struct:__anon15313
921 GLuint shader; member in struct:__anon15318
1597 GLuint shader; member in struct:__anon15346
1626 GLuint shader; member in struct:__anon15347
1687 GLuint shader; member in struct:__anon15349
2068 GLuint shader; member in struct:__anon15365
2351 GLuint shader; member in struct:__anon15377
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  /frameworks/base/docs/html/resources/tutorials/opengl/
opengl-es20.jd 315 this section, you'll create vertex and fragment shaders, a shader loader, apply the shaders, enable
321 <li>In your {@code HelloOpenGLES20Renderer} class, define a vertex shader and a fragment
322 shader. Shader code is defined as a string which is compiled and run by the OpenGL ES 2.0 rendering
337 <p>The vertex shader controls how OpenGL positions and draws the vertices of shapes in space.
338 The fragment shader controls what OpenGL draws <em>between</em> the vertices of shapes.</p>
344 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
345 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
346 int shader = GLES20.glCreateShader(type);
348 // add the source code to the shader and compile i
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