/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
MatParamTexture.java | 8 import com.jme3.shader.VarType;
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/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
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/external/llvm/lib/Target/R600/ |
SIMachineFunctionInfo.cpp | 32 llvm_unreachable("Can't parse shader type!");
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/external/llvm/test/CodeGen/R600/ |
llvm.SI.fs.interp.constant.ll | 15 declare void @llvm.AMDGPU.shader.type(i32)
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/external/skia/legacy/src/animator/ |
SkDrawPaint.h | 52 SkDrawShader* shader; member in class:SkDrawPaint
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/external/skia/src/animator/ |
SkDrawPaint.h | 52 SkDrawShader* shader; member in class:SkDrawPaint
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/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) [all...] |
/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shaderarrayv.glsl | 7 // This is where actual shader code begins
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/frameworks/rs/driver/ |
rsdProgramFragment.h | 25 const char* shader, size_t shaderLen,
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rsdProgramVertex.h | 24 const char* shader, size_t shaderLen,
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/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);
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/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));
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/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
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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
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/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);
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/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;
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/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);
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/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
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/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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