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  /cts/tests/tests/opengl/libopengltest/
attach_shader_eleven.cpp 34 GLuint shaders[maxCount]; local
38 shaders);
39 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_four.cpp 29 GLuint shaders[maxCount]; local
33 shaders);
34 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_five.cpp 33 GLuint shaders[maxCount]; local
37 shaders);
38 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_one.cpp 50 GLuint shaders[maxCount]; local
54 shaders);
55 LOGI("Attached Shader First elemt : %d\n", *shaders);
attach_shader_ten.cpp 33 GLuint shaders[maxCount]; local
37 shaders);
38 LOGI("Attached Shader First element : %d\n", *shaders);
attach_shader_two.cpp 35 GLuint shaders[maxCount]; local
39 shaders);
40 LOGI("Attached Shader First element : %d\n", *shaders);
color_one.cpp 74 GLuint shaders[maxCount]; local
78 shaders);
79 LOGI("Attached Shader First element : %d\n", *shaders);
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererFiveShaderTest.java 41 int[] shaders = new int[10]; local
42 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
RendererFourShaderTest.java 37 int[] shaders = new int[10]; local
39 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
RendererSixShaderTest.java 39 int[] shaders = new int[10]; local
40 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
RendererOneShaderTest.java 55 int[] shaders = new int[10]; local
56 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
RendererThreeShaderTest.java 54 int[] shaders = new int[10]; local
55 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
  /external/skia/gm/
modecolorfilters.cpp 86 SkShader* shaders[] = { local
102 // used with shaders
130 for (size_t s = 0; s < SK_ARRAY_COUNT(shaders); ++s) {
131 paint.setShader(shaders[s]);
150 for (size_t i = 0; i < SK_ARRAY_COUNT(shaders); ++i) {
151 SkSafeUnref(shaders[i]);
shadertext.cpp 148 SkShader* shaders[gradCount + bmpCount]; local
153 shaders[shdIdx++] = gGradMakers[m](pts,
161 shaders[shdIdx++] = MakeBitmapShader(tileModes[tx],
186 for (size_t s = 0; s < SK_ARRAY_COUNT(shaders); s++) {
191 paint.setShader(shaders[s])->unref();
  /frameworks/native/cmds/flatland/
Main.cpp 133 static const ShaderDesc shaders[] = { variable
327 result = mGLHelper->setUp(shaders, NELEMS(shaders));
  /frameworks/native/opengl/tools/glgen/specs/gles11/
checks.spec 48 glGetAttachedShaders nullAllowed check count 1 check shaders maxcount
GLES20.spec 58 void glGetAttachedShaders ( GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders )
99 void glShaderBinary ( GLsizei n, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, GLsizei length )
  /external/webkit/Source/WebCore/bindings/v8/custom/
V8WebGLRenderingContextCustom.cpp 260 Vector<WebGLShader*> shaders; local
261 bool succeed = context->getAttachedShaders(program, shaders, ec);
268 v8::Local<v8::Array> array = v8::Array::New(shaders.size());
269 for (size_t ii = 0; ii < shaders.size(); ++ii)
270 array->Set(v8::Integer::New(ii), toV8(shaders[ii]));
  /frameworks/base/libs/hwui/
DisplayList.cpp 200 const Vector<SkiaShader*>& shaders = recorder.getShaders(); local
201 for (size_t i = 0; i < shaders.size(); i++) {
202 SkiaShader* resource = shaders.itemAt(i);
  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
Program.h 111 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
  /external/webkit/Source/WebCore/bindings/js/
JSWebGLRenderingContextCustom.cpp 215 Vector<WebGLShader*> shaders;
216 bool succeed = context->getAttachedShaders(program, shaders, ec);
224 for (size_t ii = 0; ii < shaders.size(); ++ii)
225 list.append(toJS(exec, globalObject(), shaders[ii]));
  /frameworks/base/media/mca/filterfw/native/core/
shader_program.cpp 265 ALOGE("Attempting to re-compile shaders!");
284 GLuint shaders[2] = { vertex_shader_, fragment_shader_ };
285 program_ = LinkProgram(shaders, 2);
348 GLuint ShaderProgram::LinkProgram(GLuint* shaders, GLuint count) {
351 // Attach all compiled shaders
353 glAttachShader(program, shaders[i]);
663 // shaders.
    [all...]
shader_program.h 44 // On top of that, it provides access to the shaders source code, uniforms,
395 static GLuint LinkProgram(GLuint* shaders, GLuint count);
504 // The compiled shaders and linked program
  /frameworks/base/opengl/java/android/opengl/
GLES20.java     [all...]
  /device/generic/goldfish/opengl/system/GLESv2_enc/
gl2_entry.cpp 65 void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
106 void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
204 void glExtGetShadersQCOM(GLuint* shaders, GLint maxShaders, GLint* numShaders);
570 void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
573 ctx->glGetAttachedShaders(ctx, program, maxcount, count, shaders);
816 void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
819 ctx->glShaderBinary(ctx, n, shaders, binaryformat, binary, length);
    [all...]

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