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  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 42 // A ShaderProgram is a Program object that holds a GLSL shader implementation.
43 // It provides functionality for compiling, linking, and executing the shader.
46 // By default a ShaderProgram provides its own vertex shader. However, a custom
47 // vertex shader may be passed and used instead.
48 // When implementing a vertex shader, the following attribute names have special
54 // The shader program will bind these attributes to the correct values, if they
55 // are present in the vertex shader source code.
57 // When implementing the fragment shader, the following variable names must be
64 // If more input textures are given than the shader can handle, this will result
70 // Create a new shader program with the given fragment shader source code
    [all...]
  /external/webkit/Source/ThirdParty/ANGLE/include/GLSLANG/
ShaderLang.h 18 // Version number for shader translation API.
26 // is done to make it easier for applications to use the shader library.
129 // type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER.
138 // Compiles the given shader source.
143 // containing the shader source code.
146 // SH_VALIDATE: Validates shader to ensure that it conforms to the spec
148 // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to
156 // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader.
169 // Returns a parameter from a compiled shader.
190 // Returns nul-terminated information log for a compiled shader
    [all...]
  /external/webkit/Source/WebCore/platform/graphics/chromium/
ShaderChromium.cpp 36 #define SHADER(Src) SHADER0(Src)
53 return SHADER(
83 return SHADER(
114 return SHADER(
139 return SHADER(
169 return SHADER(
184 return SHADER(
199 return SHADER(
230 return SHADER(
270 return SHADER(
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  /frameworks/native/opengl/tests/gl2_basic/
gl2_basic.cpp 77 GLuint shader = glCreateShader(shaderType); local
78 if (shader) {
79 glShaderSource(shader, 1, &pSource, NULL);
80 glCompileShader(shader);
82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
85 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
89 glGetShaderInfoLog(shader, infoLen, NULL, buf);
90 fprintf(stderr, "Could not compile shader %d:\n%s\n",
94 glDeleteShader(shader);
95 shader = 0
    [all...]
  /frameworks/native/opengl/tests/gl_perf/
fill_common.cpp 34 GLuint shader = glCreateShader(shaderType); local
35 if (shader) {
36 glShaderSource(shader, 1, &pSource, NULL);
37 glCompileShader(shader);
39 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
42 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
46 glGetShaderInfoLog(shader, infoLen, NULL, buf);
47 ALOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
50 glDeleteShader(shader);
51 shader = 0
    [all...]
  /cts/tests/tests/graphics/src/android/graphics/cts/
Shader_TileModeTest.java 20 import android.graphics.Shader;
21 import android.graphics.Shader.TileMode;
  /cts/tests/tests/opengl/libopengltest/
attach_shader_ten.cpp 22 #include "shader.h"
38 LOGI("Attached Shader First element : %d\n", *shaders);
  /external/skia/legacy/include/core/
SkColorFilter.h 51 /** Called with a scanline of colors, as if there was a shader installed.
53 Note: shader and result may be the same buffer.
54 @param src array of colors, possibly generated by a shader
60 /** Called with a scanline of colors, as if there was a shader installed.
62 Note: shader and result may be the same buffer.
63 @param src array of colors, possibly generated by a shader
67 virtual void filterSpan16(const uint16_t shader[], int count,
134 SkFilterShader(SkShader* shader, SkColorFilter* filter);
  /external/skia/legacy/src/animator/
SkDrawGradient.cpp 186 SkShader* shader = SkGradientShader::CreateLinear((SkPoint*)points.begin(),
188 SkAutoTDelete<SkShader> autoDel(shader);
189 addPostlude(shader);
191 return shader;
221 SkShader* shader = SkGradientShader::CreateRadial(center,
223 SkAutoTDelete<SkShader> autoDel(shader);
224 addPostlude(shader);
226 return shader;
SkPaintParts.h 51 DECLARE_DRAW_MEMBER_INFO(Shader);
56 void addPostlude(SkShader* shader);
  /external/skia/src/animator/
SkDrawGradient.cpp 185 SkShader* shader = SkGradientShader::CreateLinear((SkPoint*)points.begin(),
187 SkAutoTDelete<SkShader> autoDel(shader);
188 addPostlude(shader);
190 return shader;
220 SkShader* shader = SkGradientShader::CreateRadial(center,
222 SkAutoTDelete<SkShader> autoDel(shader);
223 addPostlude(shader);
225 return shader;
SkPaintParts.h 51 DECLARE_DRAW_MEMBER_INFO(Shader);
56 void addPostlude(SkShader* shader);
  /external/skia/src/gpu/gl/
GrGLSL.h 38 * Types of shader-language-specific boxed variables we can create.
39 * (Currently only GrGLShaderVars, but should be applicable to other shader
97 * Returns a string to include at the beginning of a shader to declare the GLSL
105 * variable from the fragment shader for the color. Otherwise, the shader must
108 * * The variable must be declared in the fragment shader
113 * * Do not declare the variable in the shader.
116 * shader.
  /external/skia/tests/
PipeTest.cpp 37 SkShader* shader = SkShader::CreateBitmapShader(bm, SkShader::kClamp_TileMode, local
40 paint.setShader(shader)->unref();
  /external/webkit/Source/ThirdParty/ANGLE/src/compiler/
VersionGLSL.h 14 // required to legally access all built-in features used in the shader.
30 // in the shader. Else 110 is returned.
  /frameworks/base/libs/hwui/
Program.cpp 135 GLuint shader = glCreateShader(type); local
136 glShaderSource(shader, 1, &source, 0);
137 glCompileShader(shader);
140 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
145 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
146 ALOGE("Error while compiling shader: %s", log);
147 glDeleteShader(shader);
151 return shader;
  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
BigGradientActivity.java 24 import android.graphics.Shader;
45 0xff333333, Shader.TileMode.CLAMP));
Alpha8BitmapActivity.java 29 import android.graphics.Shader;
56 BitmapShader shader = new BitmapShader(texture, local
57 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
71 mBitmapPaint.setShader(shader);
  /external/robolectric/src/test/java/com/xtremelabs/robolectric/shadows/
BitmapDrawableTest.java 7 import android.graphics.Shader;
99 drawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.MIRROR);
100 assertEquals(Shader.TileMode.REPEAT, drawable.getTileModeX());
101 assertEquals(Shader.TileMode.MIRROR, drawable.getTileModeY());
  /frameworks/base/graphics/java/android/graphics/
LinearGradient.java 19 public class LinearGradient extends Shader {
20 /** Create a shader that draws a linear gradient along a line.
29 @param tile The Shader tiling mode
44 /** Create a shader that draws a linear gradient along a line.
51 @param tile The Shader tiling mode
RadialGradient.java 19 public class RadialGradient extends Shader {
21 /** Create a shader that draws a radial gradient given the center and radius.
29 @param tile The Shader tiling mode
47 /** Create a shader that draws a radial gradient given the center and radius.
53 @param tile The Shader tiling mode
  /frameworks/base/tests/RenderScriptTests/FountainFbo/src/com/example/android/rs/fountainfbo/
fountainfbo.rs 16 //fragment shader for rendering without a texture (used for rendering to framebuffer object)
18 //fragment shader for rendering with a texture (used for rendering to default framebuffer)
53 //Bind a new fragment shader that declares the framebuffer object to be used as a texture
56 //Bind the framebuffer object to the fragment shader at slot 0 as a texture
67 //Rebind the original fragment shader to render as normal
  /frameworks/base/tools/layoutlib/bridge/src/android/graphics/
Shader_Delegate.java 22 import android.graphics.Shader.TileMode;
25 * Delegate implementing the native methods of android.graphics.Shader
27 * Through the layoutlib_create tool, the original native methods of Shader have been replaced
32 * it and the original Shader class.
34 * This also serve as a base class for all Shader delegate classes.
  /cts/tests/src/android/opengl/cts/
EglConfigGLSurfaceView.java 192 int shader = GLES20.glCreateShader(shaderType); local
193 if (shader != 0) {
194 GLES20.glShaderSource(shader, source);
195 GLES20.glCompileShader(shader);
197 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
199 Log.e(TAG, "Could not compile shader " + shaderType + ":");
200 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
201 GLES20.glDeleteShader(shader);
202 shader = 0;
205 return shader;
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  /cts/tests/tests/media/src/android/media/cts/
TextureRender.java 184 * Replaces the fragment shader.
195 int shader = GLES20.glCreateShader(shaderType); local
197 GLES20.glShaderSource(shader, source);
198 GLES20.glCompileShader(shader);
200 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
202 Log.e(TAG, "Could not compile shader " + shaderType + ":");
203 Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
204 GLES20.glDeleteShader(shader);
205 shader = 0;
207 return shader;
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