/external/webkit/Source/WebCore/platform/graphics/gpu/ |
SolidFillShader.cpp | 43 : Shader(context, program) 53 generateVertex(Shader::TwoDimensional, Shader::SolidFill), 54 generateFragment(Shader::TwoDimensional, Shader::SolidFill, Shader::NotAntialiased));
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TexShader.cpp | 42 : Shader(context, program) 54 generateVertex(Shader::TwoDimensional, Shader::TextureFill), 55 generateFragment(Shader::TwoDimensional, Shader::TextureFill, Shader::NotAntialiased));
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/external/skia/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...] |
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/ |
SimpleAppRS.java | 95 // Built-in shader that provides position, texcoord and normal 97 // Built-in shader that displays a color 104 // Our shader has a constant input called "color" 111 // Built-in shader that provides position, texcoord and normal 113 // Built-in shader that displays a texture 126 // Our fragment shader has a constant texture input called "color" 133 // Describe what constant inputs our shader wants 137 // Create a shader from a text file in resources 139 // Tell the shader what constants we want 141 // Shader code locatio 145 FragmentShader shader = fb.create(); local [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
Statistics.java | 36 import com.jme3.shader.Shader; 131 * Called by the Renderer when a shader has been utilized. 133 * @param shader The shader that was used 134 * @param wasSwitched If true, the shader has required a state switch 136 public void onShaderUse(Shader shader, boolean wasSwitched){ 137 assert shader.getId() >= 1; 139 if (!shadersUsed.contains(shader.getId()) [all...] |
Renderer.java | 40 import com.jme3.shader.Shader; 41 import com.jme3.shader.Shader.ShaderSource; 116 * shader based. 124 * is shader based. 161 * Does nothing if the renderer is shader based. 170 * Sets the shader to use for rendering. 171 * If the shader has not been uploaded yet, it is compiled 173 * uniform data is updated and the shader is set [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
ComposeShaderTest.java | 28 import android.graphics.Shader; 31 import android.graphics.Shader.TileMode; 43 Color.GREEN, Color.BLUE, Shader.TileMode.CLAMP); 45 Color.GREEN, Color.RED, Shader.TileMode.CLAMP); 46 ComposeShader shader = new ComposeShader(blueGradient, redGradient, PorterDuff.Mode.SCREEN); local 51 paint.setShader(shader); 84 ComposeShader shader = new ComposeShader(blueShader, redShader, xferMode); local 89 paint.setShader(shader);
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/device/generic/goldfish/opengl/shared/OpenglCodecCommon/ |
GLSharedGroup.h | 88 bool attachShader(GLuint shader); 89 bool detachShader(GLuint shader); 123 void attachShader(GLuint program, GLuint shader); 124 void detachShader(GLuint program, GLuint shader); 135 bool addShaderData(GLuint shader); 136 // caller must hold a reference to the shader as long as it holds the pointer 137 ShaderData* getShaderData(GLuint shader); 138 void unrefShaderData(GLuint shader);
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GLSharedGroup.cpp | 190 bool ProgramData::attachShader(GLuint shader) 194 if (m_shaders[i] == shader) { 200 m_shaders.insertAt(shader, m_shaders.size(), 1); 204 bool ProgramData::detachShader(GLuint shader) 208 if (m_shaders[i] == shader) { 309 void GLSharedGroup::attachShader(GLuint program, GLuint shader) 313 ssize_t idx = m_shaders.indexOfKey(shader); 315 if (programData->attachShader(shader)) { 321 void GLSharedGroup::detachShader(GLuint program, GLuint shader) 325 ssize_t idx = m_shaders.indexOfKey(shader); 345 ShaderData* shader = m_shaders.valueFor(shaderId); local [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/system/ |
NullRenderer.java | 44 import com.jme3.shader.Shader; 45 import com.jme3.shader.Shader.ShaderSource; 101 public void setShader(Shader shader) { 104 public void deleteShader(Shader shader) {
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/external/webkit/Source/ThirdParty/ANGLE/src/compiler/ |
TranslatorGLSL.cpp | 18 // If there is no version directive in the shader, 110 is implied. 34 // Write translated shader.
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VersionGLSL.cpp | 15 // 2. "gl_PointCoord" built-in variable: This can only occur in fragment shader 17 // So we need to scan the entire fragment shader but only the global scope 18 // of vertex shader. 68 // We need to scan the entire fragment shader but only the global scope 69 // of vertex shader.
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/sdk/emulator/opengl/shared/OpenglCodecCommon/ |
GLSharedGroup.h | 88 bool attachShader(GLuint shader); 89 bool detachShader(GLuint shader); 123 void attachShader(GLuint program, GLuint shader); 124 void detachShader(GLuint program, GLuint shader); 135 bool addShaderData(GLuint shader); 136 // caller must hold a reference to the shader as long as it holds the pointer 137 ShaderData* getShaderData(GLuint shader); 138 void unrefShaderData(GLuint shader);
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GLSharedGroup.cpp | 190 bool ProgramData::attachShader(GLuint shader) 194 if (m_shaders[i] == shader) { 200 m_shaders.insertAt(shader, m_shaders.size(), 1); 204 bool ProgramData::detachShader(GLuint shader) 208 if (m_shaders[i] == shader) { 309 void GLSharedGroup::attachShader(GLuint program, GLuint shader) 313 ssize_t idx = m_shaders.indexOfKey(shader); 315 if (programData->attachShader(shader)) { 321 void GLSharedGroup::detachShader(GLuint program, GLuint shader) 325 ssize_t idx = m_shaders.indexOfKey(shader); 345 ShaderData* shader = m_shaders.valueFor(shaderId); local [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererBase.java | 52 int shader = GLES20.glCreateShader(type); local 53 GLES20.glShaderSource(shader, shaderCode); 54 GLES20.glCompileShader(shader); 55 return shader;
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RendererOneColorBufferTest.java | 100 int shader; local 103 // Create the shader object 104 shader = GLES20.glCreateShader(type); 106 if (shader == 0) 109 // Load the shader source 110 GLES20.glShaderSource(shader, shaderSrc); 112 // Compile the shader 113 GLES20.glCompileShader(shader); 116 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 119 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); [all...] |
/external/skia/src/pdf/ |
SkPDFShader.h | 30 /** Get the PDF shader for the passed SkShader. If the SkShader is 36 * @param shader The SkShader to emulate. 42 static SkPDFObject* GetPDFShader(const SkShader& shader, 60 static void RemoveShader(SkPDFObject* shader);
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/frameworks/base/graphics/java/android/graphics/ |
BitmapShader.java | 20 * Shader used to draw a bitmap as a texture. The bitmap can be repeated or 23 public class BitmapShader extends Shader { 32 * Call this to create a new shader that will draw with a bitmap. 34 * @param bitmap The bitmap to use inside the shader
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
shader2v.glsl | 10 // This is where actual shader code begins
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/frameworks/base/libs/hwui/ |
ProgramCache.h | 54 void generateBlend(String8& shader, const char* name, SkXfermode::Mode mode); 55 void generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT); 57 void printLongString(const String8& shader) const;
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/external/skia/include/core/ |
SkShader.h | 26 * has no shader, then the paint's color is used. If the paint has a 27 * shader, then the shader's color(s) are use instead, but they are 28 * modulated by the paint's alpha. This makes it easy to create a shader 30 * w/o having to modify the original shader... only the paint's alpha needs 51 * Set the shader's local matrix. 52 * @param localM The shader's new local matrix. 57 * Reset the shader's local matrix to identity. 62 /** replicate the edge color if the shader draws outside of its 67 /** repeat the shader's image horizontally and vertically * [all...] |
/external/skia/gm/ |
shaderbounds.cpp | 61 // Background shader. 68 // Constrained shader. 83 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background); local 86 shader->setLocalMatrix(shaderScale); 87 return shader;
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/external/skia/legacy/src/core/ |
SkColorFilter.cpp | 43 SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) { 44 fShader = shader; shader->ref(); 79 // if the filter doesn't support 16bit, clear the matching bit in the shader 83 // if the filter might change alpha, clear the opaque flag in the shader
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/external/webkit/Source/WebCore/platform/graphics/android/layers/ |
VideoLayerAndroid.cpp | 76 ShaderProgram* shader = TilesManager::instance()->shader(); local 81 shader->drawQuad(&backGroundQuadData); 97 shader->drawQuad(&spinnerQuadData); 104 shader->drawQuad(&spinnerQuadData); 132 ShaderProgram* shader = tilesManager->shader(); local 145 shader->drawQuad(&pureColorQuadData); 173 shader->drawVideoLayerQuad(m_drawTransform, surfaceMatrix, 184 shader->drawQuad(&iconQuadData) [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
TechniqueDef.java | 38 import com.jme3.shader.DefineList; 39 import com.jme3.shader.UniformBinding; 40 import com.jme3.shader.VarType; 66 * An array of light positions and light colors is passed to the shader 226 * @param vertexShader The name of the vertex shader 227 * @param fragmentShader The name of the fragment shader 228 * @param shaderLanguage The shader language 262 * {@link DefineList#set(java.lang.String, com.jme3.shader.VarType, java.lang.Object) } 280 * @see #addShaderPresetDefine(java.lang.String, com.jme3.shader.VarType, java.lang.Object) 290 * they are always passed to the shader as long as this technique is used [all...] |