/development/ndk/platforms/android-18/samples/gles3jni/jni/ |
gles3jni.cpp | 42 GLuint shader = glCreateShader(shaderType); local 43 if (!shader) { 47 glShaderSource(shader, 1, &src, NULL); 50 glCompileShader(shader); 51 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 54 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 58 glGetShaderInfoLog(shader, infoLogLen, NULL, infoLog); 59 ALOGE("Could not compile %s shader:\n%s\n", 65 glDeleteShader(shader); 69 return shader; [all...] |
/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
GLES20TriangleRenderer.java | 158 int shader = GLES20.glCreateShader(shaderType); local 159 if (shader != 0) { 160 GLES20.glShaderSource(shader, source); 161 GLES20.glCompileShader(shader); 163 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 165 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 166 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 167 GLES20.glDeleteShader(shader); 168 shader = 0; 171 return shader; [all...] |
/development/samples/BasicGLSurfaceView/src/com/example/android/basicglsurfaceview/ |
GLES20TriangleRenderer.java | 156 int shader = GLES20.glCreateShader(shaderType); local 157 if (shader != 0) { 158 GLES20.glShaderSource(shader, source); 159 GLES20.glCompileShader(shader); 161 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 163 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 164 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 165 GLES20.glDeleteShader(shader); 166 shader = 0; 169 return shader; [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
Caps.java | 35 import com.jme3.shader.Shader; 153 * Supports reading from textures inside the vertex shader. 158 * Supports geometry shader. 327 * Returns true if given the renderer capabilities, the shader 331 * @param shader The shader to check 334 public static boolean supports(Collection<Caps> caps, Shader shader){ 335 String lang = shader.getLanguage() [all...] |
/external/skia/src/gpu/gl/ |
GrGLShaderBuilder.h | 20 Contains all the incremental state of a shader as it is being built,as well as helpers to 26 * Passed to GrGLEffects to add texture reads to their shader code. 103 void emitFunction(ShaderType shader, 111 /** Generates a EffectKey for the shader code based on the texture access parameters and the 112 capabilities of the GL context. This is useful for keying the shader programs that may 118 the generated shader code. This potentially allows greater reuse of cached shaders. */ 123 should be accessible. At least one bit must be set. Geometry shader uniforms are not 169 * Also, GrGLProgram's shader string construction should be moved to this class. 172 /** Called after building is complete to get the final shader string. */ 177 // TODO: move remainder of shader code generation to this class and call this privatel [all...] |
/frameworks/native/opengl/tests/testLatency/src/com/android/testlatency/ |
TestLatencyView.java | 170 int shader = GLES20.glCreateShader(shaderType); local 171 if (shader != 0) { 172 GLES20.glShaderSource(shader, source); 173 GLES20.glCompileShader(shader); 175 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 177 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 178 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 179 GLES20.glDeleteShader(shader); 180 shader = 0; 183 return shader; [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
Material.java | 47 import com.jme3.shader.Shader; 48 import com.jme3.shader.Uniform; 49 import com.jme3.shader.VarType; 62 * those parameters map to uniforms which are defined in a shader. 64 * shader. 166 * of geometries. It sorted to reduce shader switches, if the shaders 365 * @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object) 396 * Pass a parameter to the material shader. 503 * Pass a texture to the material shader 942 Shader shader = technique.getShader(); local 1012 Shader shader = technique.getShader(); local [all...] |
/external/skia/legacy/src/effects/ |
SkColorFilters.cpp | 88 virtual void filterSpan(const SkPMColor shader[], int count, 93 virtual void filterSpan16(const uint16_t shader[], int count, 128 virtual void filterSpan(const SkPMColor shader[], int count, 133 fColor32Proc(result, shader, count, fPMColor); 136 virtual void filterSpan16(const uint16_t shader[], int count, 179 virtual void filterSpan(const SkPMColor shader[], int count, 185 result[i] = proc(color, shader[i]); 189 virtual void filterSpan16(const uint16_t shader[], int count, 197 result[i] = proc16(color, shader[i]); 302 virtual void filterSpan(const SkPMColor shader[], int count [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
Blit.cpp | 19 // Standard Vertex Shader 43 // Flip Y Vertex Shader 67 // Passthrough Pixel Shader 77 // Luminance Conversion Pixel Shader 93 // RGB/A Component Mask Pixel Shader 192 D3DShaderType *shader; local 196 shader = static_cast<D3DShaderType*>(mCompiledShaders[source]); 205 ERR("Failed to compile %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr); 209 hr = (device->*createShader)(static_cast<const DWORD*>(shaderCode->GetBufferPointer()), &shader); 213 ERR("Failed to create %s shader for blit operation %d, error 0x%08X.", profile, (int)source, hr) [all...] |
/frameworks/native/opengl/tests/gl2_yuvtex/ |
gl2_yuvtex.cpp | 84 GLuint shader = glCreateShader(shaderType); local 85 if (shader) { 86 glShaderSource(shader, 1, &pSource, NULL); 87 glCompileShader(shader); 89 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 92 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 96 glGetShaderInfoLog(shader, infoLen, NULL, buf); 97 fprintf(stderr, "Could not compile shader %d:\n%s\n", 105 glGetShaderInfoLog(shader, 0x1000, NULL, buf); 106 fprintf(stderr, "Could not compile shader %d:\n%s\n" [all...] |
/external/webkit/Source/WebCore/platform/graphics/opengl/ |
GraphicsContext3DOpenGL.cpp | 353 void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader) 356 ASSERT(shader); 358 ::glAttachShader(program, shader); 489 void GraphicsContext3D::compileShader(Platform3DObject shader) 491 ASSERT(shader); 497 glGetShaderiv(shader, SHADER_TYPE, &GLshaderType); 504 return; // Invalid shader type. 506 HashMap<Platform3DObject, ShaderSourceEntry>::iterator result = m_shaderSourceMap.find(shader); 522 return; // Shader didn't validate, don't move forward with compiling translated source 529 ::glShaderSource(shader, 1, &translatedShaderPtr, &translatedShaderLength) [all...] |
/frameworks/native/opengl/libs/GLES2/ |
gl2_api.in | 4 void API_ENTRY(glAttachShader)(GLuint program, GLuint shader) { 5 CALL_GL_API(glAttachShader, program, shader); 61 void API_ENTRY(glCompileShader)(GLuint shader) { 62 CALL_GL_API(glCompileShader, shader); 97 void API_ENTRY(glDeleteShader)(GLuint shader) { 98 CALL_GL_API(glDeleteShader, shader); 112 void API_ENTRY(glDetachShader)(GLuint program, GLuint shader) { 113 CALL_GL_API(glDetachShader, program, shader); 202 void API_ENTRY(glGetShaderiv)(GLuint shader, GLenum pname, GLint* params) { 203 CALL_GL_API(glGetShaderiv, shader, pname, params) [all...] |
/external/skia/include/core/ |
SkColorFilter.h | 57 /** Called with a scanline of colors, as if there was a shader installed. 59 Note: shader and result may be the same buffer. 60 @param src array of colors, possibly generated by a shader 66 /** Called with a scanline of colors, as if there was a shader installed. 68 Note: shader and result may be the same buffer. 69 @param src array of colors, possibly generated by a shader 73 virtual void filterSpan16(const uint16_t shader[], int count,
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/frameworks/base/graphics/java/android/renderscript/ |
ProgramVertex.java | 19 * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in 24 * <li>GLSL shader string that defines the body of the program</li> 32 * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal, 34 * The signatures don't have to be exact or in any strict order. As long as the input name in the shader 49 * ProgramVertex, also know as a vertex shader, describes a 85 * the GLSL shader code, and the varying inputs. Constant, or 86 * uniform parameters to the shader may optionally be provided as
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
MoreShadersActivity.java | 33 import android.graphics.Shader; 71 mScaledShader = new BitmapShader(texture, Shader.TileMode.MIRROR, 72 Shader.TileMode.MIRROR); 77 mScaled2Shader = new BitmapShader(texture, Shader.TileMode.MIRROR, 78 Shader.TileMode.MIRROR); 84 Color.RED, 0x7f00ff00, Shader.TileMode.CLAMP); 90 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR);
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GradientsActivity.java | 29 import android.graphics.Shader; 98 BitmapShader shader = new BitmapShader(texture, Shader.TileMode.REPEAT, local 99 Shader.TileMode.REPEAT); 101 mPaint.setShader(shader); 124 Shader.TileMode.CLAMP); 149 Shader.TileMode.MIRROR); 205 mGradient = new LinearGradient(0, 0, 0, 1, 0xFF000000, 0, Shader.TileMode.CLAMP); 207 new int[] { 0xFFFF0000, 0xFF00FF00, 0xFF0000FF }, null, Shader.TileMode.CLAMP);
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
params.rsh | 73 SgFragmentShader *shader) { 110 rsgBindTexture(shader->program, p->bufferOffset, tex->texture); 180 static void processTextureParams(SgFragmentShader *shader) { 182 if (rsIsObject(shader->shaderTextureParams)) { 183 numParams = rsAllocationGetDimX(shader->shaderTextureParams); 186 SgShaderParam *current = (SgShaderParam*)rsGetElementAt(shader->shaderTextureParams, i); 191 processParam(current, currentData, NULL, NULL, shader);
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/external/skia/legacy/src/animator/ |
SkDrawPaint.cpp | 48 SK_MEMBER(shader, Shader), 71 shader((SkDrawShader*) -1), strikeThru(-1), stroke(-1), 88 delete shader; 208 if (fOwnsShader && maker.resolveID(shader, original->shader) == false) 239 if (shader == NULL) 241 else if (shader != (SkDrawShader*) -1) 242 SkSafeUnref(paint->setShader(shader->getShader()));
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/external/skia/src/animator/ |
SkDrawPaint.cpp | 48 SK_MEMBER(shader, Shader), 71 shader((SkDrawShader*) -1), strikeThru(-1), stroke(-1), 88 delete shader; 208 if (fOwnsShader && maker.resolveID(shader, original->shader) == false) 239 if (shader == NULL) 241 else if (shader != (SkDrawShader*) -1) 242 SkSafeUnref(paint->setShader(shader->getShader()));
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/frameworks/native/opengl/tools/glgen/specs/gles11/ |
GLES20.spec | 2 void glAttachShader ( GLuint program, GLuint shader ) 21 void glCompileShader ( GLuint shader ) 33 void glDeleteShader ( GLuint shader ) 38 void glDetachShader ( GLuint program, GLuint shader ) 69 void glGetShaderiv ( GLuint shader, GLenum pname, GLint *params ) 70 void glGetShaderInfoLog ( GLuint shader, GLsizei bufsize, GLsizei *length, char *infolog ) 72 void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) 88 GLboolean glIsShader ( GLuint shader ) 100 void glShaderSource ( GLuint shader )
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/external/skia/gm/ |
bigmatrix.cpp | 73 SkShader* shader = SkShader::CreateBitmapShader( local 80 shader->setLocalMatrix(s); 81 paint.setShader(shader)->unref();
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gradients.cpp | 122 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, NULL); local 123 paint.setShader(shader); 125 shader->unref(); 167 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, NULL); local 176 shader->setLocalMatrix(perspective); 178 paint.setShader(shader); 180 shader->unref(); 294 SkShader* shader = SkGradientShader::CreateRadial( local 298 paint.setShader(shader); 300 shader->unref() 334 SkShader* shader = local [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/compiler/ |
ShHandle.h | 68 // Returns true if the given shader does not exceed the minimum 88 TVariableInfoList attribs; // Active attributes in the compiled shader. 89 TVariableInfoList uniforms; // Active uniforms in the compiled shader.
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/external/webkit/Source/WebCore/platform/graphics/android/layers/ |
MediaLayer.cpp | 59 FloatRect clippingRect = TilesManager::instance()->shader()->rectInInvViewCoord(drawClip()); 60 TilesManager::instance()->shader()->clip(clippingRect); 73 // the layer's shader draws the content inverted so we must undo
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/frameworks/base/graphics/java/android/graphics/ |
SweepGradient.java | 19 public class SweepGradient extends Shader { 22 * A subclass of Shader that draws a sweep gradient around a center point. 49 * A subclass of Shader that draws a sweep gradient around a center point.
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