/external/webkit/Source/WebCore/platform/graphics/gpu/ |
ConvolutionShader.h | 34 #include "Shader.h" 38 class ConvolutionShader : public Shader {
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LoopBlinnShader.h | 29 #include "Shader.h" 35 class LoopBlinnShader : public Shader {
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SolidFillShader.h | 34 #include "Shader.h" 38 class SolidFillShader : public Shader {
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TexShader.h | 34 #include "Shader.h" 38 class TexShader : public Shader {
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/frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/ |
mesh_test.rs | 49 // Default vertex shader 64 // Fragment shader with texture
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torus_test.rs | 33 // Custom vertex shader compunents 122 // Fragment shader with texture 182 // Update fragment shader constants 210 // Update vertex shader constants 225 // Fragment shader with texture 239 // Update vertex shader constants 260 // Fragment shader with texture
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
Shader.java | 33 public abstract class Shader extends SceneGraphBase { 46 public Shader() {
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/sdk/emulator/opengl/host/libs/Translator/GLES_V2/ |
ShaderParser.cpp | 49 // first token in the shader source. 54 if the glsl version is less than 1.30.10 than we will use a shader parser which omits 55 all precision qualifiers from the shader source , otherwise we will use a shader parser 92 // find in shader the #version token if exist. 134 // token does not exist in this shader source. 142 // the begining of the shader. 309 //the precision lines which we need to add to the shader
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/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
Program.h | 18 #include "libGLESv2/Shader.h" 27 // Helper struct representing a single shader uniform 63 bool attachShader(Shader *shader); 64 bool detachShader(Shader *shader);
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/packages/apps/Gallery2/src/com/android/gallery3d/filtershow/colorpicker/ |
ColorOpacityView.java | 27 import android.graphics.Shader; 89 BitmapShader bs = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); 134 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP); 152 Shader sg = new LinearGradient( 153 mBorder, mBorder, mWidth - mBorder, mBorder, color1, color2, Shader.TileMode.CLAMP);
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ColorRectView.java | 26 import android.graphics.Shader; 148 mBorder, 0, mWidth - mBorder, 0, wheelColor, null, Shader.TileMode.CLAMP); 152 0, mBorder, 0, mHeight - mBorder, colors, null, Shader.TileMode.CLAMP); 155 0, mBorder, 0, mHeight - mBorder, colors2, null, Shader.TileMode.CLAMP); 193 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP);
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/external/skia/legacy/src/core/ |
SkBlitter_RGB16.cpp | 130 // used only if the shader can perform shadSpan16 702 SkShader* shader = fShader; local 704 int alpha = shader->getSpan16Alpha(); 706 shader->shadeSpan16(x, y, device, width); 709 shader->shadeSpan16(x, y, span16, width); 715 SkShader* shader = fShader; local 718 int alpha = shader->getSpan16Alpha(); 722 // have the shader blit directly into the device the first time 723 shader->shadeSpan16(x, y, dst, width); 734 shader->shadeSpan16(x, y, dst, width) 762 SkShader* shader = fShader; local 854 SkShader* shader = fShader; local 894 SkShader* shader = fShader; local 971 SkShader* shader = fShader; local 1028 SkShader* shader = paint.getShader(); local [all...] |
SkBlitter.cpp | 691 Sk3DBlitter(SkBlitter* proxy, Sk3DShader* shader, void (*killProc)(void*)) 692 : fProxy(proxy), f3DShader(shader), fKillProc(killProc) { 693 shader->ref(); 778 SkShader* shader = paint.getShader(); 779 if (NULL == shader || 780 (shader->getFlags() & SkShader::kOpaqueAlpha_Flag)) { 850 SkShader* shader = paint.getShader(); 857 shader3D = SkNEW_ARGS(Sk3DShader, (shader)); 859 shader = shader3D; 876 if (NULL == shader) { [all...] |
/external/skia/src/core/ |
SkBlitter_RGB16.cpp | 130 // used only if the shader can perform shadSpan16 702 SkShader* shader = fShader; local 704 int alpha = shader->getSpan16Alpha(); 706 shader->shadeSpan16(x, y, device, width); 709 shader->shadeSpan16(x, y, span16, width); 715 SkShader* shader = fShader; local 718 int alpha = shader->getSpan16Alpha(); 722 // have the shader blit directly into the device the first time 723 shader->shadeSpan16(x, y, dst, width); 734 shader->shadeSpan16(x, y, dst, width) 762 SkShader* shader = fShader; local 854 SkShader* shader = fShader; local 894 SkShader* shader = fShader; local 971 SkShader* shader = fShader; local 1028 SkShader* shader = paint.getShader(); local [all...] |
/device/generic/goldfish/opengl/system/GLESv2_enc/ |
gl2_entry.cpp | 10 void glAttachShader(GLuint program, GLuint shader); 29 void glCompileShader(GLuint shader); 41 void glDeleteShader(GLuint shader); 46 void glDetachShader(GLuint program, GLuint shader); 76 void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); 77 void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); 79 void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); 95 GLboolean glIsShader(GLuint shader); 107 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length); 215 void glShaderString(GLuint shader, const GLchar* string, GLsizei len) [all...] |
/cts/tests/src/android/opengl/cts/ |
CompressedTextureSurfaceView.java | 368 int shader = GLES20.glCreateShader(shaderType); local 369 if (shader != 0) { 370 GLES20.glShaderSource(shader, source); 371 GLES20.glCompileShader(shader); 373 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 375 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 376 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 377 GLES20.glDeleteShader(shader); 378 shader = 0; 381 return shader; [all...] |
/cts/tests/tests/mediastress/src/android/mediastress/cts/ |
SurfaceTextureRenderer.java | 245 int shader = GLES20.glCreateShader(shaderType); local 246 if (shader != 0) { 247 GLES20.glShaderSource(shader, source); 248 GLES20.glCompileShader(shader); 250 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 252 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 253 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 254 GLES20.glDeleteShader(shader); 255 shader = 0; 258 return shader; [all...] |
/development/ndk/platforms/android-14/samples/native-media/src/com/example/nativemedia/ |
MyGLSurfaceView.java | 224 int shader = GLES20.glCreateShader(shaderType); local 225 if (shader != 0) { 226 GLES20.glShaderSource(shader, source); 227 GLES20.glCompileShader(shader); 229 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 231 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 232 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 233 GLES20.glDeleteShader(shader); 234 shader = 0; 237 return shader; [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/asset/ |
DesktopAssetManager.java | 41 import com.jme3.shader.Shader;
42 import com.jme3.shader.ShaderKey;
382 * Load a vertex/fragment shader combo.
387 public Shader loadShader(ShaderKey key){
390 Shader s = (Shader) cache.getFromCache(key);
398 s = new Shader(key.getLanguage());
399 s.addSource(Shader.ShaderType.Vertex, vertName, vertSource, key.getDefines().getCompiled());
400 s.addSource(Shader.ShaderType.Fragment, fragName, fragSource, key.getDefines().getCompiled()); [all...] |
/frameworks/wilhelm/tests/native-media/src/com/example/nativemedia/ |
MyGLSurfaceView.java | 236 int shader = GLES20.glCreateShader(shaderType); local 237 if (shader != 0) { 238 GLES20.glShaderSource(shader, source); 239 GLES20.glCompileShader(shader); 241 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 243 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 244 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 245 GLES20.glDeleteShader(shader); 246 shader = 0; 249 return shader; [all...] |
/frameworks/base/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/ |
rsrenderstates.rs | 63 // Custom vertex shader compunents 68 // Export these out to easily set the inputs to shader 166 // Fragment shader with texture 204 rsgDrawText("Texture shader", 10, 50); 205 rsgDrawText("Alpha-blended texture shader", 10, 280); 206 rsgDrawText("Flat color shader", 100, 450); 262 // Fragment shader with texture 282 // Fragment shader with texture 340 // Fragment shader with texture 422 // Update fragmetn shader constant [all...] |
/cts/tests/tests/openglperf/src/android/openglperf/cts/ |
PlanetsRenderer.java | 77 private int mProgram; // shader program 271 // simple shader with MVP matrix and text coord 287 // simple shader with one texture for color 300 int shader = GLES20.glCreateShader(shaderType); local 301 if (shader != 0) { 302 GLES20.glShaderSource(shader, source); 303 GLES20.glCompileShader(shader); 305 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 307 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 308 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); [all...] |
/packages/screensavers/Basic/src/com/android/dreams/basic/ |
ColorsGLRenderer.java | 262 int shader = glCreateShader(type); local 264 glShaderSource(shader, source); 267 glCompileShader(shader); 271 glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0); 273 String error = glGetShaderInfoLog(shader); 274 Log.d(TAG, "Error while compiling shader:\n" + error); 275 glDeleteShader(shader); 279 return shader; 388 // get handle to vertex shader's a_position member
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/external/skia/src/utils/ |
SkPictureUtils.cpp | 59 SkShader* shader = paint.getShader(); local 60 if (shader) { 62 // Check whether the shader is a gradient in order to short-circuit 65 if (SkShader::kNone_GradientType == shader->asAGradient(NULL) && 66 shader->asABitmap(&bm, NULL, NULL)) {
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/frameworks/base/media/mca/filterfw/native/core/ |
shader_program.cpp | 269 // Compile vertex shader 273 ALOGE("Shader compilation failed!"); 277 // Compile fragment shader 296 ALOGE("Could not link shader program!"); 306 // Create shader 307 GLuint shader = glCreateShader(shader_type); local 308 if (shader) { 310 glShaderSource(shader, 1, &source, NULL); 311 glCompileShader(shader); 315 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled) [all...] |