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  /cts/tests/tests/opengl/src/android/opengl/cts/
Shaders.java 18 public class Shaders {
RendererTenShaderTest.java 24 private String fragmentShaderCode = Shaders.successfulcompile_frag;
RendererTwelveShaderTest.java 25 private String fragmentShaderCode = Shaders.successfulcompile_frag;
  /external/mesa3d/src/glsl/
glsl_compiler.cpp 243 whole_program->Shaders = (struct gl_shader **)
244 hieralloc_realloc(whole_program, whole_program->Shaders,
246 assert(whole_program->Shaders != NULL);
250 whole_program->Shaders[whole_program->NumShaders] = shader;
linker.cpp 28 * Given a set of shaders that are to be linked to generate a final program,
31 * In the first stage shaders are partitioned into groups based on the shader
32 * type. All shaders of a particular type (e.g., vertex shaders) are linked
38 * in multiple shaders with the same name are verified to be the same.
40 * in multiple shaders with the same name are verified to be the same.
318 * Perform validation of global variables used across multiple shaders
326 /* Examine all of the uniforms in all of the shaders and cross validate
344 * will eventually get pulled into the shaders 'main'.
413 * FINISHME: programs with shaders that have differin
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  /external/mesa3d/src/pixelflinger2/
shader.cpp 241 if (program->Shaders[i]->Type == shader->Type || program->Shaders[i] == shader)
244 program->Shaders = (gl_shader **)hieralloc_realloc
245 (program, program->Shaders, gl_shader *, program->NumShaders + 1);
246 if (!program->Shaders) {
250 program->Shaders[program->NumShaders] = shader;
446 // ALOGD("%s", program->Shaders[MESA_SHADER_FRAGMENT]->Source);
516 // if (strstr(program->Shaders[MESA_SHADER_FRAGMENT]->Source,
527 // ALOGD("%s", program->Shaders[MESA_SHADER_VERTEX]->Source);
603 if (program->Shaders[i] == shader)
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  /external/mesa3d/src/mesa/main/
mtypes.h     [all...]

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