/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 [all...] |
/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()) [all...] |
/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"); [all...] |
/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);
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/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);
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/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); [all...] |
/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 [all...] |
/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() [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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) [all...] |
/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 [all...] |
/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 [all...] |
/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;
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2v.glsl | 5 // This is where actual shader code begins
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shadercubev.glsl | 3 // This is where actual shader code begins
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2v.glsl | 5 // This is where actual shader code begins
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/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) [all...] |
/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) [all...] |
/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 [all...] |
/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) [all...] |
/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); [all...] |