/frameworks/native/cmds/flatland/ |
GLHelper.cpp | 194 fprintf(stderr, "unknown shader name: \"%s\"\n", name); 301 GLuint shader = glCreateShader(shaderType); local 302 if (shader == 0) { 307 glShaderSource(shader, 1, &src, NULL); 308 glCompileShader(shader); 311 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 314 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 318 glGetShaderInfoLog(shader, infoLen, NULL, buf); 319 fprintf(stderr, "Shader compile log:\n%s\n", buf); 323 glDeleteShader(shader); [all...] |
/external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/ |
OGLESShaderRenderer.java | 48 import com.jme3.shader.Attribute; 49 import com.jme3.shader.Shader; 50 import com.jme3.shader.Shader.ShaderSource; 51 import com.jme3.shader.Shader.ShaderType; 52 import com.jme3.shader.Uniform; 79 private Shader boundShader; 188 // TODO: When new versions of OpenGL ES shader language come out, [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
Constants.java | 19 public static final int SHADER = 1;
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/external/skia/include/core/ |
SkEmptyShader.h | 18 * A Shader that always draws nothing. Its setContext always returns false,
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SkColorShader.h | 16 A Shader that represents a single color. In general, this effect can be 18 actual shader object is needed, this provides that feature.
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/external/skia/include/ports/ |
SkHarfBuzzFont.h | 29 Color information (e.g. color, xfermode, shader, etc.) are not required.
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/external/skia/legacy/include/core/ |
SkEmptyShader.h | 18 * A Shader that always draws nothing. Its setContext always returns false,
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SkColorShader.h | 16 A Shader that represents a single color. In general, this effect can be 18 actual shader object is needed, this provides that feature.
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/external/skia/legacy/include/ports/ |
SkHarfBuzzFont.h | 29 Color information (e.g. color, xfermode, shader, etc.) are not required.
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/external/skia/legacy/src/views/ |
SkParsePaint.cpp | 16 if ((node = dom.getFirstChild(node, "shader")) == NULL) 106 SkShader* shader = inflate_shader(dom, node); local 107 if (shader) 108 paint->setShader(shader)->unref();
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/external/skia/src/core/ |
SkBlitter.cpp | 707 Sk3DBlitter(SkBlitter* proxy, Sk3DShader* shader, void (*killProc)(void*)) 708 : fProxy(proxy), f3DShader(shader), fKillProc(killProc) { 709 shader->ref(); 794 SkShader* shader = paint.getShader(); 795 if (NULL == shader || 796 (shader->getFlags() & SkShader::kOpaqueAlpha_Flag)) { 865 SkShader* shader = origPaint.getShader(); 874 shader3D = SkNEW_ARGS(Sk3DShader, (shader)); 877 shader = shader3D; 896 * color/shader/colorfilter, and just pretend we're SRC + color==0. Thi [all...] |
SkFilterShader.h | 17 SkFilterShader(SkShader* shader, SkColorFilter* filter);
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/external/skia/src/views/ |
SkParsePaint.cpp | 16 if ((node = dom.getFirstChild(node, "shader")) == NULL) 106 SkShader* shader = inflate_shader(dom, node); local 107 if (shader) 108 paint->setShader(shader)->unref();
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
TileTexture.cpp | 126 ShaderProgram* shader = TilesManager::instance()->shader(); local 141 shader->drawQuad(&data); 145 shader->drawQuad(&data);
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2movev.glsl | 5 // This is where actual shader code begins
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shaderv.glsl | 7 // This is where actual shader code begins
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2movev.glsl | 5 // This is where actual shader code begins
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shaderv.glsl | 7 // This is where actual shader code begins
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/sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/ |
GLStateType.java | 139 ATTACHED_SHADER_ID("Attached Shader ID"), 153 SHADERS("Shader Objects"), 154 PER_SHADER_STATE("Per Shader State"), 155 SHADER_TYPE("Shader Type"),
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/external/skia/legacy/src/core/ |
SkBlitter_ARGB32.cpp | 272 // we call this on the output from the shader 274 // we call this on the output from the shader + alpha from the aa buffer 305 SkShader* shader = fShader; local 316 shader->shadeSpan(x, y, span, count); 340 // cool, have the shader draw right into the device 341 shader->shadeSpan(x, y, device, count); 343 shader->shadeSpan(x, y, span, count); 352 } else { // no xfermode but the shader not opaque 408 SkShader* shader = fShader; local 415 shader->shadeSpan(x, y, span, width) [all...] |
/frameworks/native/opengl/tests/gl2_copyTexImage/ |
gl2_copyTexImage.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...] |
/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
Attribute.java | 33 package com.jme3.shader; 36 * An attribute is a shader variable mapping to a VertexBuffer data
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/external/skia/src/gpu/gl/ |
GrGLProgram.cpp | 165 * Create a blend_coeff * value string to be used in shader code. Sets empty 208 * Adds a line to the fragment shader code which modifies the color by 400 // prints a shader using params similar to glShaderSource 413 // Compiles a GL shader, returns shader ID or 0 if failed params have same meaning as glShaderSource 422 GrGLuint shader; local 423 GR_GL_CALL_RET(gl.interface(), shader, CreateShader(type)); 424 if (0 == shader) { 430 GR_GL_CALL(gli, ShaderSource(shader, stringCnt, strings, stringLengths)); 431 GR_GL_CALL(gli, CompileShader(shader)); 466 SkString shader; local [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
Blit.h | 76 bool setVertexShader(ShaderId shader); 77 bool setPixelShader(ShaderId shader);
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
BicubicShader.h | 34 #include "Shader.h" 38 class BicubicShader : public Shader {
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