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  /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);
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  /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;
  /external/skia/include/core/
SkEmptyShader.h 18 * A Shader that always draws nothing. Its setContext always returns false,
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.
  /external/skia/include/ports/
SkHarfBuzzFont.h 29 Color information (e.g. color, xfermode, shader, etc.) are not required.
  /external/skia/legacy/include/core/
SkEmptyShader.h 18 * A Shader that always draws nothing. Its setContext always returns false,
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.
  /external/skia/legacy/include/ports/
SkHarfBuzzFont.h 29 Color information (e.g. color, xfermode, shader, etc.) are not required.
  /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();
  /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);
  /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();
  /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);
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2movev.glsl 5 // This is where actual shader code begins
shaderv.glsl 7 // This is where actual shader code begins
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2movev.glsl 5 // This is where actual shader code begins
shaderv.glsl 7 // This is where actual shader code begins
  /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"),
  /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)
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  /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
  /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
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  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
Blit.h 76 bool setVertexShader(ShaderId shader);
77 bool setPixelShader(ShaderId shader);
  /external/webkit/Source/WebCore/platform/graphics/gpu/
BicubicShader.h 34 #include "Shader.h"
38 class BicubicShader : public Shader {

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