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  /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));
TexShader.cpp 42 : Shader(context, program)
54 generateVertex(Shader::TwoDimensional, Shader::TextureFill),
55 generateFragment(Shader::TwoDimensional, Shader::TextureFill, Shader::NotAntialiased));
  /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
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  /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
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  /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())
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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
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  /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);
  /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);
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
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  /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) {
  /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.
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.
  /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);
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
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  /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;
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));
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  /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);
  /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
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 10 // This is where actual shader code begins
  /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;
  /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 *
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  /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;
  /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
  /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)
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  /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
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