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  /external/jmonkeyengine/engine/src/core/com/jme3/material/
MatParamTexture.java 8 import com.jme3.shader.VarType;
  /external/jmonkeyengine/engine/src/core-plugins/com/jme3/shader/plugins/
GLSLLoader.java 33 package com.jme3.shader.plugins;
196 // The input stream provided is for the vertex shader,
197 // to retrieve the fragment shader, use the content manager
205 // fragment shader
  /external/llvm/lib/Target/R600/
SIMachineFunctionInfo.cpp 32 llvm_unreachable("Can't parse shader type!");
  /external/llvm/test/CodeGen/R600/
llvm.SI.fs.interp.constant.ll 15 declare void @llvm.AMDGPU.shader.type(i32)
  /external/skia/legacy/src/animator/
SkDrawPaint.h 52 SkDrawShader* shader; member in class:SkDrawPaint
  /external/skia/src/animator/
SkDrawPaint.h 52 SkDrawShader* shader; member in class:SkDrawPaint
  /frameworks/av/media/libstagefright/tests/
SurfaceMediaSource_test.cpp 197 GLuint shader = glCreateShader(shaderType); local
199 if (shader) {
200 glShaderSource(shader, 1, &pSource, NULL);
202 glCompileShader(shader);
205 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
209 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
214 glGetShaderInfoLog(shader, infoLen, NULL, buf);
215 printf("Shader compile log:\n%s\n", buf);
222 glGetShaderInfoLog(shader, 0x1000, NULL, buf);
223 printf("Shader compile log:\n%s\n", buf)
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  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shaderarrayv.glsl 7 // This is where actual shader code begins
  /frameworks/rs/driver/
rsdProgramFragment.h 25 const char* shader, size_t shaderLen,
rsdProgramVertex.h 24 const char* shader, size_t shaderLen,
  /packages/apps/Gallery2/src/com/android/gallery3d/filtershow/colorpicker/
ColorValueView.java 25 import android.graphics.Shader;
117 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP);
137 Shader sg = new LinearGradient(mBorder, mBorder, mBorder, mHeight - mBorder, color1, color2,
138 Shader.TileMode.CLAMP);
  /packages/apps/Settings/src/com/android/settings/applications/
LinearColorBar.java 12 import android.graphics.Shader;
75 0, 0, 0, off-2, RIGHT_COLOR&0xffffff, RIGHT_COLOR, Shader.TileMode.CLAMP));
78 0, 0, 0, off-2, MIDDLE_COLOR&0xffffff, MIDDLE_COLOR, Shader.TileMode.CLAMP));
81 0, 0, 0, off/2, 0x00a0a0a0, 0xffa0a0a0, Shader.TileMode.CLAMP));
  /frameworks/base/graphics/java/android/renderscript/
Program.java 229 * Sets the GLSL shader code to be used in the program
231 * @param s GLSL shader string
240 * Sets the GLSL shader code to be used in the program
243 * @param resourceID id of the file containing GLSL shader code
279 Log.e("RenderScript shader creation", "Could not decode shader string");
339 * shader
ProgramFragmentFixedFunction.java 27 * a way to make a simple fragment shader without writing any
29 * color from the vertex shader, or combinations of the both
101 * color in the fixed function fragment shader
127 * function fragment shader and how they are sampled
280 * fragment shader
  /frameworks/base/libs/hwui/
DisplayListRenderer.h 130 virtual void setupShader(SkiaShader* shader);
297 inline SkiaShader* refShader(SkiaShader* shader) {
298 if (!shader) return NULL;
300 SkiaShader* shaderCopy = mShaderMap.valueFor(shader);
302 if (shaderCopy == NULL || shaderCopy->getGenerationId() != shader->getGenerationId()) {
303 shaderCopy = shader->copy();
305 mShaderMap.replaceValueFor(shader, shaderCopy);
  /device/generic/goldfish/opengl/system/GLESv2_enc/
gl2_enc.h 26 void glAttachShader_enc(void *self , GLuint program, GLuint shader);
45 void glCompileShader_enc(void *self , GLuint shader);
57 void glDeleteShader_enc(void *self , GLuint shader);
62 void glDetachShader_enc(void *self , GLuint program, GLuint shader);
92 void glGetShaderiv_enc(void *self , GLuint shader, GLenum pname, GLint* params);
93 void glGetShaderInfoLog_enc(void *self , GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
95 void glGetShaderSource_enc(void *self , GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
111 GLboolean glIsShader_enc(void *self , GLuint shader);
123 void glShaderSource_enc(void *self , GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
231 void glShaderString_enc(void *self , GLuint shader, const GLchar* string, GLsizei len)
    [all...]
  /frameworks/av/libvideoeditor/lvpp/
NativeWindowRenderer.cpp 285 GLuint shader = glCreateShader(shaderType); local
288 glShaderSource(shader, 1, &pSource, NULL);
291 glCompileShader(shader);
295 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
298 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
301 glGetShaderInfoLog(shader, infoLen, NULL, buf);
302 ALOGE("Shader compile log:\n%s\n", buf);
305 glDeleteShader(shader);
306 shader = 0;
308 *outShader = shader;
    [all...]
  /frameworks/native/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/
GL2CameraEye.java 383 int shader = GLES20.glCreateShader(shaderType); local
384 if (shader != 0) {
385 GLES20.glShaderSource(shader, source);
386 GLES20.glCompileShader(shader);
388 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
390 Log.e(TAG, "Could not compile shader " + shaderType + ":");
391 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
392 GLES20.glDeleteShader(shader);
393 shader = 0;
396 return shader;
    [all...]
  /sdk/emulator/opengl/host/libs/GLESv2_dec/
gl2.in 2 GL_ENTRY(void, glAttachShader, GLuint program, GLuint shader)
21 GL_ENTRY(void, glCompileShader, GLuint shader)
33 GL_ENTRY(void, glDeleteShader, GLuint shader)
38 GL_ENTRY(void, glDetachShader, GLuint program, GLuint shader)
68 GL_ENTRY(void, glGetShaderiv, GLuint shader, GLenum pname, GLint* params)
69 GL_ENTRY(void, glGetShaderInfoLog, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
71 GL_ENTRY(void, glGetShaderSource, GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
87 GL_ENTRY(GLboolean, glIsShader, GLuint shader)
99 GL_ENTRY(void, glShaderSource, GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
213 GL_ENTRY(void, glShaderString, GLuint shader, const GLchar* string, GLsizei len
    [all...]
  /external/skia/legacy/src/core/
SkBitmapProcShader.cpp 277 SkShader* shader; local
280 SK_PLACEMENT_NEW(shader, SkEmptyShader, storage, storageSize);
283 SK_PLACEMENT_NEW_ARGS(shader, SkColorShader, storage, storageSize,
286 SK_PLACEMENT_NEW_ARGS(shader, SkBitmapProcShader, storage,
289 return shader;
  /frameworks/base/core/java/android/view/
GLES20RecordingCanvas.java 26 import android.graphics.Shader;
75 final Shader shader = paint.getShader(); local
76 if (shader instanceof BitmapShader) {
77 mDisplayList.mBitmaps.add(((BitmapShader) shader).mBitmap);
  /external/webkit/Source/WebCore/platform/graphics/qt/
GraphicsContext3DQt.cpp 685 void GraphicsContext3D::attachShader(Platform3DObject program, Platform3DObject shader)
688 ASSERT(shader);
690 m_internal->attachShader(program, shader);
    [all...]
  /external/webkit/Source/WebCore/platform/graphics/android/rendering/
ShaderProgram.cpp 107 // We could pass the pureColor into either Vertex or Frag Shader.
108 // The reason we passed the color into the Vertex Shader is that some driver
109 // might create redundant copy when uniforms in fragment shader changed.
192 GLuint shader = glCreateShader(shaderType); local
193 if (shader) {
194 glShaderSource(shader, 1, &pSource, 0);
195 glCompileShader(shader);
197 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
200 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
204 glGetShaderInfoLog(shader, infoLen, 0, buf)
    [all...]
  /frameworks/base/graphics/java/android/graphics/drawable/
ShapeDrawable.java 99 * {@link android.graphics.Shader} object will be made.
109 * {@link android.graphics.Shader}.
445 * corresponding shader, or null.
447 * {@link android.graphics.Shader}, such as a
453 * Returns the Shader to be drawn when a Drawable is drawn.
455 * to adjust how the Shader is configured for drawing.
460 * @return the Shader to be drawn
462 public abstract Shader resize(int width, int height);
465 // other subclass could wack the Shader's localmatrix based on the
  /sdk/emulator/opengl/host/libs/Translator/GLcommon/
DummyGLfuncs.cpp 188 GLboolean GL_APIENTRY dummy_glIsShader(GLuint shader){ return false;}
227 void GL_APIENTRY dummy_glAttachShader(GLuint program, GLuint shader){}
229 void GL_APIENTRY dummy_glCompileShader(GLuint shader){}
233 void GL_APIENTRY dummy_glDeleteShader(GLuint shader){}
234 void GL_APIENTRY dummy_glDetachShader(GLuint program, GLuint shader){}
244 void GL_APIENTRY dummy_glGetShaderiv(GLuint shader, GLenum pname, GLint* params){}
245 void GL_APIENTRY dummy_glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog){}
247 void GL_APIENTRY dummy_glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source){}
254 void GL_APIENTRY dummy_glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length){}

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