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  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
Shader.java 33 package com.jme3.shader;
47 public final class Shader extends NativeObject implements Savable {
52 * True if the shader is fully compiled & linked.
69 * Maps attribute name to the location of the attribute in the shader.
74 * Type of shader. The shader will control the pipeline of it's type.
94 * Shader source describes a shader object in OpenGL. Each shader source
110 throw new NullPointerException("The shader type must be specified");
294 ShaderSource shader = new ShaderSource(type); local
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  /external/webkit/Source/WebCore/html/canvas/
WebGLProgram.cpp 118 bool WebGLProgram::attachShader(WebGLShader* shader)
120 if (!shader || !shader->object())
122 switch (shader->getType()) {
126 m_vertexShader = shader;
131 m_fragmentShader = shader;
138 bool WebGLProgram::detachShader(WebGLShader* shader)
140 if (!shader || !shader->object())
142 switch (shader->getType())
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  /external/webkit/Source/WebCore/platform/graphics/chromium/
ProgramBinding.cpp 56 LOG_ERROR("Failed to create shader program");
64 unsigned shader = m_context->createShader(type); local
65 if (!shader)
68 GLC(m_context, m_context->shaderSource(shader, sourceString));
69 GLC(m_context, m_context->compileShader(shader));
71 GLC(m_context, m_context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled));
73 GLC(m_context, m_context->deleteShader(shader));
76 return shader;
83 LOG_ERROR("Failed to create vertex shader");
90 LOG_ERROR("Failed to create fragment shader");
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  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
vertex_params.rs 26 SgVertexShader *shader = (SgVertexShader *)rsGetElementAt(*v_out, 0);
28 processAllParams(shader->shaderConst, shader->shaderConstParams, camera);
  /sdk/emulator/opengl/host/libs/Translator/GLES_V2/
ProgramData.h 28 bool attachShader(GLuint shader,GLenum type);
29 bool isAttached(GLuint shader);
30 bool detachShader(GLuint shader);
  /external/webkit/Source/WebCore/platform/graphics/gpu/
Shader.cpp 35 #include "Shader.h"
46 void Shader::affineTo3x3(const AffineTransform& transform, float mat[9])
60 void Shader::affineTo4x4(const AffineTransform& transform, float mat[16])
81 unsigned Shader::loadShader(GraphicsContext3D* context, unsigned type, const String& shaderSource)
83 unsigned shader = context->createShader(type); local
84 if (!shader)
87 context->shaderSource(shader, shaderSource);
88 context->compileShader(shader);
90 context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compileStatus);
92 String infoLog = context->getShaderInfoLog(shader);
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  /development/ndk/platforms/android-5/samples/hello-gl2/jni/
gl_code.cpp 58 GLuint shader = glCreateShader(shaderType); local
59 if (shader) {
60 glShaderSource(shader, 1, &pSource, NULL);
61 glCompileShader(shader);
63 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
66 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
70 glGetShaderInfoLog(shader, infoLen, NULL, buf);
71 LOGE("Could not compile shader %d:\n%s\n",
75 glDeleteShader(shader);
76 shader = 0
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  /external/robolectric/src/main/java/com/xtremelabs/robolectric/shadows/
ShadowPaint.java 5 import android.graphics.Shader;
27 private Shader shader; field in class:ShadowPaint
47 public Shader setShader(Shader shader) {
48 this.shader = shader;
49 return shader;
64 public Shader getShader()
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  /frameworks/native/opengl/tests/gl2_jni/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
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  /frameworks/native/opengl/tests/gldual/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
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  /packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
    [all...]
  /packages/apps/Gallery2/jni_mosaic/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
    [all...]
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
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  /external/jmonkeyengine/engine/src/core/com/jme3/material/
Technique.java 36 import com.jme3.shader.*;
53 private Shader shader; field in class:Technique
90 * Returns the shader currently used by this technique instance.
95 * @return the shader currently used by this technique instance.
97 public Shader getShader() {
98 return shader;
119 if (shader != null) {
132 if (shader != null) {
136 shader.removeUniform(paramName)
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  /frameworks/base/core/jni/android/graphics/
Shader.cpp 18 jfieldID shader; member in struct:__anon19663
54 static void Shader_destructor(JNIEnv* env, jobject o, SkShader* shader, SkiaShader* skiaShader)
56 SkSafeUnref(shader);
67 static void Shader_setLocalMatrix(JNIEnv* env, jobject o, SkShader* shader, SkiaShader* skiaShader,
70 if (shader) {
72 shader->resetLocalMatrix();
75 shader->setLocalMatrix(*matrix);
96 static SkiaShader* BitmapShader_postConstructor(JNIEnv* env, jobject o, SkShader* shader,
99 SkiaShader* skiaShader = new SkiaBitmapShader(bitmap, shader,
101 NULL, (shader->getFlags() & SkShader::kOpaqueAlpha_Flag) == 0)
133 SkShader* shader = SkGradientShader::CreateLinear(pts, local
279 SkShader* shader = SkGradientShader::CreateRadial(center, local
384 SkShader* shader = SkGradientShader::CreateSweep(SkFloatToScalar(x), local
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  /external/skia/legacy/include/effects/
SkGradientShader.h 24 /** Returns a shader that generates a linear gradient between the two
27 CreateLinear returns a shader with a reference count of 1.
28 The caller should decrement the shader's reference count when done with the shader.
46 /** Returns a shader that generates a radial gradient given the center and radius.
48 CreateRadial returns a shader with a reference count of 1.
49 The caller should decrement the shader's reference count when done with the shader.
68 /** Returns a shader that generates a radial gradient given the start position, start radius, end position and end radius.
70 CreateTwoPointRadial returns a shader with a reference count of 1
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  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
ResourceManager.h 23 class Shader;
52 void deleteShader(GLuint shader);
58 Shader *getShader(GLuint handle);
77 typedef std::map<GLuint, Shader*> ShaderMap;
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2v.glsl 5 // This is where actual shader code begins
shadercubev.glsl 3 // This is where actual shader code begins
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2v.glsl 5 // This is where actual shader code begins
  /frameworks/base/tests/CanvasCompare/src/com/android/test/hwuicompare/
ResourceModifiers.java 28 import android.graphics.Shader;
63 mRepeatShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT,
64 Shader.TileMode.REPEAT);
66 mTranslatedShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT,
67 Shader.TileMode.REPEAT);
73 mScaledShader = new BitmapShader(mBitmap, Shader.TileMode.MIRROR,
74 Shader.TileMode.MIRROR);
80 Color.RED, Color.GREEN, Shader.TileMode.CLAMP);
88 Color.BLUE, Color.RED, Shader.TileMode.CLAMP);
91 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR)
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  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
GradientStopsActivity.java 25 import android.graphics.Shader;
48 colors, positions, Shader.TileMode.CLAMP);
58 colors, positions, Shader.TileMode.CLAMP);
68 colors, positions, Shader.TileMode.CLAMP);
77 colors, null, Shader.TileMode.CLAMP);
85 colors, null, Shader.TileMode.REPEAT);
93 colors, null, Shader.TileMode.MIRROR);
101 colors, null, Shader.TileMode.CLAMP);
109 colors, null, Shader.TileMode.CLAMP);
117 colors, null, Shader.TileMode.CLAMP)
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  /external/skia/legacy/include/core/
SkShader.h 25 * calling paint.setShader(shader). After that any object (other than a bitmap)
26 * that is drawn with that paint will get its color(s) from the shader.
34 * Return true if the shader has a non-identity local matrix.
35 * @param localM Optional: If not null, return the shader's local matrix
36 * @return true if the shader has a non-identity local matrix.
41 * Set the shader's local matrix.
42 * @param localM The shader's new local matrix.
47 * Reset the shader's local matrix to identity.
52 kClamp_TileMode, //!< replicate the edge color if the shader draws outside of its original bounds
53 kRepeat_TileMode, //!< repeat the shader's image horizontally and verticall
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  /cts/tests/tests/opengl/libopengltest/
gl2_jni_libone.cpp 55 LOGI("Attach Shader Error : %d\n", data.mShaderError);
56 LOGI("Shader Count : %d\n", data.mShaderCount);
61 LOGI("Attach Shader Error : %d\n", data.mShaderError);
65 LOGI("Attach Shader Error : %d\n", data.mShaderError);
69 LOGI("Attach Shader Error : %d\n", data.mShaderError);
70 LOGI("Shader Count : %d\n", data.mShaderCount);
75 LOGI("Attach Shader Error : %d\n", data.mShaderError);
79 LOGI("Attach Shader Error : %d\n", data.mShaderError);
83 LOGI("Attach Shader Error : %d\n", data.mShaderError);
87 LOGI("Attach Shader Error : %d\n", data.mShaderError)
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  /frameworks/base/docs/html/training/graphics/opengl/
draw.jd 71 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
72 <li><em>Fragment Shader</em> - OpenGL ES code for rendering the face of a shape with colors or
78 <p>You need at least one vertex shader to draw a shape and one fragment shader to color that shape.
103 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
104 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
105 int shader = GLES20.glCreateShader(type);
107 // add the source code to the shader and compile it
108 GLES20.glShaderSource(shader, shaderCode);
109 GLES20.glCompileShader(shader);
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