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Searched
refs:Shaders
(Results
1 - 7
of
7
) sorted by null
/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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all
...]
/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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all
...]
/external/mesa3d/src/mesa/main/
mtypes.h
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...]
Completed in 393 milliseconds