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  /external/mesa3d/src/mesa/main/
shaderobj.c 18 struct gl_shader * shader = (struct gl_shader *)_hieralloc_zero(ctx, sizeof(struct gl_shader), "zr:gl_shader"); local
19 if (shader) {
20 shader->Type = type;
21 shader->Name = name;
22 shader->RefCount = 1;
24 return shader;
27 void _mesa_delete_shader(const void * ctx, struct gl_shader *shader)
29 if (!shader)
31 if (shader->RefCount > 1) {
32 shader->DeletePending = GL_TRUE
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  /frameworks/base/opengl/tools/glgen/stubs/gles11/
glGetProgramInfoLog.cpp 3 /* void glGetProgramInfoLog ( GLuint shader, GLsizei maxLength, GLsizei* length, GLchar* infoLog ) */
4 static jstring android_glGetProgramInfoLog(JNIEnv *_env, jobject, jint shader) {
6 glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
15 glGetProgramInfoLog(shader, infoLen, NULL, buf);
glGetShaderInfoLog.cpp 3 /* void glGetShaderInfoLog ( GLuint shader, GLsizei maxLength, GLsizei* length, GLchar* infoLog ) */
4 static jstring android_glGetShaderInfoLog(JNIEnv *_env, jobject, jint shader) {
6 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
15 glGetShaderInfoLog(shader, infoLen, NULL, buf);
glShaderSource.cpp 2 /* void glShaderSource ( GLuint shader, GLsizei count, const GLchar ** string, const GLint * length ) */
6 (JNIEnv *_env, jobject _this, jint shader, jstring string) {
15 glShaderSource(shader, 1, strings, 0);
  /development/tools/emulator/opengl/host/libs/Translator/GLES_V2/
ProgramData.cpp 50 GLuint shader = 0; local
53 shader = AttachedVertexShader;
56 shader = AttachedFragmentShader;
59 return shader;
62 bool ProgramData::attachShader(GLuint shader,GLenum type) {
64 AttachedVertexShader=shader;
68 AttachedFragmentShader=shader;
74 bool ProgramData::isAttached(GLuint shader) {
75 return (AttachedFragmentShader==shader || AttachedVertexShader==shader);
    [all...]
ProgramData.h 28 bool attachShader(GLuint shader,GLenum type);
29 bool isAttached(GLuint shader);
30 bool detachShader(GLuint shader);
  /external/mesa3d/src/glsl/
main.cpp 49 compile_shader(const struct gl_context *ctx, struct gl_shader *shader)
52 new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
54 const char *source = shader->Source;
72 shader->ir = new(shader) exec_list;
74 _mesa_ast_to_hir(shader->ir, state);
78 validate_ir_tree(shader->ir);
79 _mesa_print_ir(shader->ir, state)
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glsl_compiler.cpp 150 compile_shader(struct gl_context *ctx, struct gl_shader *shader)
153 new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
155 const char *source = shader->Source;
173 shader->ir = new(shader) exec_list;
175 _mesa_ast_to_hir(shader->ir, state);
179 validate_ir_tree(shader->ir);
180 _mesa_print_ir(shader->ir, state)
248 struct gl_shader *shader = hieralloc_zero(whole_program, gl_shader); local
    [all...]
  /cts/tests/tests/graphics/src/android/graphics/cts/
ShaderTest.java 22 import android.graphics.Shader;
29 @TestTargetClass(android.graphics.Shader.class)
33 method = "Shader",
37 new Shader();
58 Shader shader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); local
61 shader.setLocalMatrix(m);
62 assertFalse(shader.getLocalMatrix(m))
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ComposeShaderTest.java 31 import android.graphics.Shader;
34 import android.graphics.Shader.TileMode;
48 args = {Shader.class, Shader.class, PorterDuff.Mode.class}
52 Color.GREEN, Color.BLUE, Shader.TileMode.CLAMP);
54 Color.GREEN, Color.RED, Shader.TileMode.CLAMP);
55 ComposeShader shader = new ComposeShader(blueGradient, redGradient, PorterDuff.Mode.SCREEN); local
60 paint.setShader(shader);
85 args = {Shader.class, Shader.class, Xfermode.class
98 ComposeShader shader = new ComposeShader(blueShader, redShader, xferMode); local
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  /frameworks/base/graphics/java/android/graphics/
Shader.java 20 * Shader is the based class for objects that return horizontal spans of colors
21 * during drawing. A subclass of Shader is installed in a Paint calling
22 * paint.setShader(shader). After that any object (other than a bitmap) that is
23 * drawn with that paint will get its color(s) from the shader.
25 public class Shader {
41 * replicate the edge color if the shader draws outside of its
46 * repeat the shader's image horizontally and vertically
50 * repeat the shader's image horizontally and vertically, alternating
62 * Return true if the shader has a non-identity local matrix.
63 * @param localM If not null, it is set to the shader's local matrix
    [all...]
ComposeShader.java 19 /** A subclass of shader that returns the coposition of two other shaders, combined by
22 public class ComposeShader extends Shader {
27 private final Shader mShaderA;
29 private final Shader mShaderB;
31 /** Create a new compose shader, given shaders A, B, and a combining mode.
32 When the mode is applied, it will be given the result from shader A as its
33 "dst", and the result from shader B as its "src".
34 @param shaderA The colors from this shader are seen as the "dst" by the mode
35 @param shaderB The colors from this shader are seen as the "src" by the mode
39 public ComposeShader(Shader shaderA, Shader shaderB, Xfermode mode)
    [all...]
  /frameworks/base/libs/hwui/
ProgramCache.cpp 397 String8 shader(gVS_Header_Attributes);
399 shader.append(gVS_Header_Attributes_TexCoords);
402 shader.append(gVS_Header_Attributes_AAParameters);
405 shader.append(gVS_Header_Uniforms);
407 shader.append(gVS_Header_Uniforms_TextureTransform);
410 shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
413 shader.append(gVS_Header_Uniforms_HasBitmap);
416 shader.append(gVS_Header_Uniforms_IsPoint);
420 shader.append(gVS_Header_Varyings_HasTexture);
423 shader.append(gVS_Header_Varyings_IsAA)
468 String8 shader; local
    [all...]
  /external/skia/src/animator/
SkDrawShader.cpp 40 if (fPaint->shader != (SkDrawShader*) -1)
42 fPaint->shader = this;
47 void SkDrawShader::addPostlude(SkShader* shader) {
49 shader->setLocalMatrix(matrix->getMatrix());
67 if (fPaint->shader != (SkDrawShader*) -1)
69 fPaint->shader = this;
78 // note: bitmap shader now supports independent tile modes for X and Y
84 SkShader* shader = SkShader::CreateBitmapShader(image->fBitmap,
87 SkAutoTDelete<SkShader> autoDel(shader);
88 addPostlude(shader);
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  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
Shader.h 7 // Shader.h: Defines the abstract gl::Shader class and its concrete derived
8 // classes VertexShader and FragmentShader. Implements GL shader objects and
43 class Shader
48 Shader(ResourceManager *manager, GLuint handle);
50 virtual ~Shader();
75 DISALLOW_COPY_AND_ASSIGN(Shader);
85 unsigned int mRefCount; // Number of program objects this shader is attached to
86 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
121 class VertexShader : public Shader
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Shader.cpp 7 // Shader.cpp: Implements the gl::Shader class and its derived classes
8 // VertexShader and FragmentShader. Implements GL shader objects and related
11 #include "libGLESv2/Shader.h"
21 void *Shader::mFragmentCompiler = NULL;
22 void *Shader::mVertexCompiler = NULL;
24 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
30 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
60 Shader::~Shader(
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  /development/tools/glesv2debugger/src/com/android/glesv2debugger/
GLServerShader.java 41 GLShader shader = (GLShader) super.clone(); local
42 shader.programs = (ArrayList<Integer>) programs.clone();
43 shader.context = copyContext;
44 return shader;
152 GLShader shader = ctx.serverShader.shaders.get(name); local
153 if (shader != null)
154 return shader;
172 // void API_ENTRY(glAttachShader)(GLuint program, GLuint shader)
176 GLShader shader = getShader(msg.getArg1()); local
178 if (GLEnum.GL_VERTEX_SHADER == shader.type
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  /sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gldebugger/
GLServerShader.java 41 GLShader shader = (GLShader) super.clone(); local
42 shader.programs = (ArrayList<Integer>) programs.clone();
43 shader.context = copyContext;
44 return shader;
152 GLShader shader = ctx.serverShader.shaders.get(name); local
153 if (shader != null)
154 return shader;
172 // void API_ENTRY(glAttachShader)(GLuint program, GLuint shader)
176 GLShader shader = getShader(msg.getArg1()); local
178 if (GLEnum.GL_VERTEX_SHADER == shader.type
    [all...]
  /external/mesa3d/src/glsl/glcpp/
pp.c 67 in_directive(const char *shader, const char *ptr)
69 assert(ptr >= shader);
72 for (; ptr >= shader && *ptr != '#'; ptr--) {
76 if (ptr >= shader) {
78 for (ptr--; ptr >= shader && isblank(*ptr); ptr--);
80 if (ptr < shader || *ptr == '\n')
91 remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
96 const char *search_start = shader;
102 int n = newline - shader;
118 if (in_directive(shader, backslash))
    [all...]
  /external/webkit/Source/WebCore/html/canvas/
WebGLProgram.cpp 118 bool WebGLProgram::attachShader(WebGLShader* shader)
120 if (!shader || !shader->object())
122 switch (shader->getType()) {
126 m_vertexShader = shader;
131 m_fragmentShader = shader;
138 bool WebGLProgram::detachShader(WebGLShader* shader)
140 if (!shader || !shader->object())
142 switch (shader->getType())
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  /external/webkit/Source/WebCore/platform/graphics/chromium/
ProgramBinding.cpp 56 LOG_ERROR("Failed to create shader program");
64 unsigned shader = m_context->createShader(type); local
65 if (!shader)
68 GLC(m_context, m_context->shaderSource(shader, sourceString));
69 GLC(m_context, m_context->compileShader(shader));
71 GLC(m_context, m_context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled));
73 GLC(m_context, m_context->deleteShader(shader));
76 return shader;
83 LOG_ERROR("Failed to create vertex shader");
90 LOG_ERROR("Failed to create fragment shader");
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  /external/skia/include/core/
SkComposeShader.h 27 This subclass of shader returns the coposition of two other shaders, combined by
32 /** Create a new compose shader, given shaders A, B, and a combining xfermode mode.
33 When the xfermode is called, it will be given the result from shader A as its
34 "dst", and the result of from shader B as its "src".
36 @param shaderA The colors from this shader are seen as the "dst" by the xfermode
37 @param shaderB The colors from this shader are seen as the "src" by the xfermode
  /external/webkit/Source/WebCore/platform/graphics/gpu/
Shader.cpp 35 #include "Shader.h"
46 void Shader::affineTo3x3(const AffineTransform& transform, float mat[9])
60 void Shader::affineTo4x4(const AffineTransform& transform, float mat[16])
81 unsigned Shader::loadShader(GraphicsContext3D* context, unsigned type, const String& shaderSource)
83 unsigned shader = context->createShader(type); local
84 if (!shader)
87 context->shaderSource(shader, shaderSource);
88 context->compileShader(shader);
90 context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compileStatus);
92 String infoLog = context->getShaderInfoLog(shader);
    [all...]
  /development/ndk/platforms/android-5/samples/hello-gl2/jni/
gl_code.cpp 58 GLuint shader = glCreateShader(shaderType); local
59 if (shader) {
60 glShaderSource(shader, 1, &pSource, NULL);
61 glCompileShader(shader);
63 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
66 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
70 glGetShaderInfoLog(shader, infoLen, NULL, buf);
71 LOGE("Could not compile shader %d:\n%s\n",
75 glDeleteShader(shader);
76 shader = 0
    [all...]
  /frameworks/base/opengl/tests/gl2_jni/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 LOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
    [all...]

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