/external/skia/src/gpu/gl/ |
GrGLProgram.h | 24 class GrGLShaderBuilder; 149 void genInputColor(GrGLShaderBuilder* builder, SkString* inColor); 151 void genGeometryShader(GrGLShaderBuilder* segments) const; 155 void genUniformCoverage(GrGLShaderBuilder* segments, SkString* inOutCoverage); 160 bool genEdgeCoverage(SkString* coverageVar, GrGLShaderBuilder* builder) const; 163 bool bindOutputsAttribsAndLinkProgram(const GrGLShaderBuilder& builder, 171 bool compileShaders(const GrGLShaderBuilder& builder);
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GrGLEffect.h | 12 #include "GrGLShaderBuilder.h" 42 typedef GrGLShaderBuilder::TextureSamplerArray TextureSamplerArray; 72 virtual void emitCode(GrGLShaderBuilder* builder,
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GrGLEffectMatrix.h | 57 GrSLType emitCode(GrGLShaderBuilder*, 68 void emitCodeMakeFSCoords2D(GrGLShaderBuilder*,
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GrGLShaderBuilder.cpp | 8 #include "gl/GrGLShaderBuilder.h" 82 //const int GrGLShaderBuilder::fCoordDims = 2; 84 GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctx, GrGLUniformManager& uniformManager) 103 void GrGLShaderBuilder::appendTextureLookup(SkString* out, 104 const GrGLShaderBuilder::TextureSampler& sampler, 117 void GrGLShaderBuilder::appendTextureLookupAndModulate( 120 const GrGLShaderBuilder::TextureSampler& sampler, 129 GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess( 153 const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) [all...] |
GrGLEffect.cpp | 28 EffectKey value = GrGLShaderBuilder::KeyForTextureAccess(access, caps) << index;
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GrGLShaderBuilder.h | 23 class GrGLShaderBuilder { 50 void init(GrGLShaderBuilder* builder, const GrTextureAccess* access, int idx) { 58 fSamplerUniform = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 69 friend class GrGLShaderBuilder; // to access fSamplerUniform 81 GrGLShaderBuilder(const GrGLContextInfo&, GrGLUniformManager&);
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GrGLProgram.cpp | 227 GrGLShaderBuilder* builder) const { 301 void GrGLProgram::genInputColor(GrGLShaderBuilder* builder, SkString* inColor) { 314 fUniformHandles.fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 330 void GrGLProgram::genUniformCoverage(GrGLShaderBuilder* builder, SkString* inOutCoverage) { 332 fUniformHandles.fCoverageUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 344 void gen_attribute_coverage(GrGLShaderBuilder* segments, 362 void GrGLProgram::genGeometryShader(GrGLShaderBuilder* segments) const { 464 bool GrGLProgram::compileShaders(const GrGLShaderBuilder& builder) { 468 builder.getShader(GrGLShaderBuilder::kVertex_ShaderType, &shader); 479 builder.getShader(GrGLShaderBuilder::kGeometry_ShaderType, &shader) [all...] |
GrGLEffectMatrix.cpp | 36 GrSLType GrGLEffectMatrix::emitCode(GrGLShaderBuilder* builder, 75 fUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType, 129 void GrGLEffectMatrix::emitCodeMakeFSCoords2D(GrGLShaderBuilder* builder,
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GrGLUniformManager.cpp | 8 #include "gl/GrGLShaderBuilder.h" 262 if (GrGLShaderBuilder::kVertex_ShaderType & uniforms[i].fVisibility) { 265 if (GrGLShaderBuilder::kFragment_ShaderType & uniforms[i].fVisibility) {
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/external/skia/src/effects/ |
SkLightingImageFilter.cpp | 408 void emitLightColorUniform(GrGLShaderBuilder*); 418 virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) = 0; 419 virtual void emitLightColor(GrGLShaderBuilder*, const char *surfaceToLight); 444 virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) SK_OVERRIDE; 456 virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) SK_OVERRIDE; 469 virtual void emitSurfaceToLight(GrGLShaderBuilder*, SkString* out, const char* z) SK_OVERRIDE; 470 virtual void emitLightColor(GrGLShaderBuilder*, const char *surfaceToLight) SK_OVERRIDE; [all...] |
SkMagnifierImageFilter.cpp | 97 virtual void emitCode(GrGLShaderBuilder*, 127 void GrGLMagnifierEffect::emitCode(GrGLShaderBuilder* builder, 137 GrGLShaderBuilder::kFragment_ShaderType | 138 GrGLShaderBuilder::kVertex_ShaderType, 141 GrGLShaderBuilder::kFragment_ShaderType | 142 GrGLShaderBuilder::kVertex_ShaderType, 145 GrGLShaderBuilder::kFragment_ShaderType | 146 GrGLShaderBuilder::kVertex_ShaderType,
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SkMatrixConvolutionImageFilter.cpp | 320 virtual void emitCode(GrGLShaderBuilder*, 364 static void appendTextureLookup(GrGLShaderBuilder* builder, 365 const GrGLShaderBuilder::TextureSampler& sampler, 386 void GrGLMatrixConvolutionEffect::emitCode(GrGLShaderBuilder* builder, 395 fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 397 fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType, 399 fTargetUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 401 fGainUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 403 fBiasUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
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SkBicubicImageFilter.cpp | 186 virtual void emitCode(GrGLShaderBuilder*, 216 void GrGLBicubicEffect::emitCode(GrGLShaderBuilder* builder, 225 fCoefficientsUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 227 fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 244 builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
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SkColorMatrixFilter.cpp | 397 virtual void emitCode(GrGLShaderBuilder* builder, 404 fMatrixHandle = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 407 fVectorHandle = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
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SkDisplacementMapEffect.cpp | 207 virtual void emitCode(GrGLShaderBuilder*, 394 void GrGLDisplacementMapEffect::emitCode(GrGLShaderBuilder* builder, 401 fScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
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SkMorphologyImageFilter.cpp | 283 virtual void emitCode(GrGLShaderBuilder*, 315 void GrGLMorphologyEffect::emitCode(GrGLShaderBuilder* builder, 324 fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
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SkBlendImageFilter.cpp | 121 virtual void emitCode(GrGLShaderBuilder*, 255 void GrGLBlendEffect::emitCode(GrGLShaderBuilder* builder,
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SkTableColorFilter.cpp | 261 virtual void emitCode(GrGLShaderBuilder*, 282 void GLColorTableEffect::emitCode(GrGLShaderBuilder* builder,
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/external/skia/src/effects/gradients/ |
SkGradientShaderPriv.h | 310 void setupMatrix(GrGLShaderBuilder* builder, 319 void emitYCoordUniform(GrGLShaderBuilder* builder); 324 void emitColorLookup(GrGLShaderBuilder* builder, 328 const GrGLShaderBuilder::TextureSampler&);
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SkTwoPointRadialGradient.cpp | 390 virtual void emitCode(GrGLShaderBuilder*, 533 void GrGLRadial2Gradient::emitCode(GrGLShaderBuilder* builder, 550 fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_ShaderType, 552 fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
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SkGradientShader.cpp | 701 void GrGLGradientEffect::emitYCoordUniform(GrGLShaderBuilder* builder) { 702 fFSYUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 724 void GrGLGradientEffect::setupMatrix(GrGLShaderBuilder* builder, 738 void GrGLGradientEffect::emitColorLookup(GrGLShaderBuilder* builder, 742 const GrGLShaderBuilder::TextureSampler& sampler) {
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SkSweepGradient.cpp | 394 virtual void emitCode(GrGLShaderBuilder*, 463 void GrGLSweepGradient::emitCode(GrGLShaderBuilder* builder,
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/external/skia/src/gpu/effects/ |
GrConvolutionEffect.cpp | 23 virtual void emitCode(GrGLShaderBuilder*, 55 void GrGLConvolutionEffect::emitCode(GrGLShaderBuilder* builder, 64 fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, 66 fKernelUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
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GrSimpleTextureEffect.cpp | 21 virtual void emitCode(GrGLShaderBuilder* builder,
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GrTextureDomainEffect.cpp | 19 virtual void emitCode(GrGLShaderBuilder*, 46 void GrGLTextureDomainEffect::emitCode(GrGLShaderBuilder* builder, 58 fNameUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
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