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    Searched defs:Shader (Results 1 - 22 of 22) sorted by null

  /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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Shader.h 44 class Shader {
45 WTF_MAKE_NONCOPYABLE(Shader);
65 Shader(GraphicsContext3D*, unsigned program);
66 ~Shader();
  /cts/tests/tests/graphics/src/android/graphics/cts/
ShaderTest.java 22 import android.graphics.Shader;
27 new Shader();
36 Shader shader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); local
39 shader.setLocalMatrix(m);
40 assertFalse(shader.getLocalMatrix(m));
42 shader.setLocalMatrix(null);
43 assertFalse(shader.getLocalMatrix(m))
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  /frameworks/base/graphics/java/android/graphics/
Shader.java 20 * Shader is the based class for objects that return horizontal spans of colors
21 * during drawing. A subclass of Shader is installed in a Paint calling
22 * paint.setShader(shader). After that any object (other than a bitmap) that is
23 * drawn with that paint will get its color(s) from the shader.
25 public class Shader {
41 * replicate the edge color if the shader draws outside of its
46 * repeat the shader's image horizontally and vertically
50 * repeat the shader's image horizontally and vertically, alternating
62 * Return true if the shader has a non-identity local matrix.
63 * @param localM If not null, it is set to the shader's local matrix
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  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Shader.java 33 public abstract class Shader extends SceneGraphBase {
46 public Shader() {
  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
Shader.cpp 7 // Shader.cpp: Implements the gl::Shader class and its derived classes
8 // VertexShader and FragmentShader. Implements GL shader objects and related
11 #include "libGLESv2/Shader.h"
21 void *Shader::mFragmentCompiler = NULL;
22 void *Shader::mVertexCompiler = NULL;
24 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
30 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
60 Shader::~Shader(
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Shader.h 7 // Shader.h: Defines the abstract gl::Shader class and its concrete derived
8 // classes VertexShader and FragmentShader. Implements GL shader objects and
43 class Shader
48 Shader(ResourceManager *manager, GLuint handle);
50 virtual ~Shader();
75 DISALLOW_COPY_AND_ASSIGN(Shader);
85 unsigned int mRefCount; // Number of program objects this shader is attached to
86 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
121 class VertexShader : public Shader
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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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  /prebuilts/sdk/10/
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  /prebuilts/sdk/12/
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  /prebuilts/sdk/13/
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  /prebuilts/sdk/14/
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  /prebuilts/sdk/15/
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  /prebuilts/sdk/17/
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  /prebuilts/sdk/18/
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  /prebuilts/sdk/4/
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  /prebuilts/sdk/5/
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  /prebuilts/sdk/6/
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  /prebuilts/sdk/7/
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  /prebuilts/sdk/8/
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  /prebuilts/sdk/current/
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  /prebuilts/sdk/9/
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