HomeSort by relevance Sort by last modified time
    Searched full:shader (Results 176 - 200 of 672) sorted by null

1 2 3 4 5 6 78 91011>>

  /external/webkit/Source/WebCore/platform/graphics/gpu/
ConvolutionShader.h 34 #include "Shader.h"
38 class ConvolutionShader : public Shader {
LoopBlinnShader.h 29 #include "Shader.h"
35 class LoopBlinnShader : public Shader {
SolidFillShader.h 34 #include "Shader.h"
38 class SolidFillShader : public Shader {
TexShader.h 34 #include "Shader.h"
38 class TexShader : public Shader {
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
mesh_test.rs 49 // Default vertex shader
64 // Fragment shader with texture
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
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Shader.java 33 public abstract class Shader extends SceneGraphBase {
46 public Shader() {
  /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
  /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);
  /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);
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);
  /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
  /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)) {
  /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...]

Completed in 308 milliseconds

1 2 3 4 5 6 78 91011>>