/external/skia/legacy/src/core/ |
SkBlitter_A8.cpp | 285 SkShader* shader = fShader; local 302 shader->shadeSpan(x, y, span, count);
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/external/skia/legacy/src/utils/ |
SkNinePatch.cpp | 239 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local 246 p.setShader(shader)->unref();
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/external/skia/src/core/ |
SkBlitter_A8.cpp | 285 SkShader* shader = fShader; local 302 shader->shadeSpan(x, y, span, count);
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/external/skia/src/utils/ |
SkNinePatch.cpp | 239 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local 246 p.setShader(shader)->unref();
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/external/webkit/Source/WebCore/platform/graphics/android/context/ |
PlatformGraphicsContext.cpp | 57 // Set a bitmap shader that mimics dashing by width-on, width-off. 58 // Returns false if it could not succeed (e.g. there was an existing shader)
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/external/webkit/Source/WebCore/platform/graphics/ca/win/ |
LegacyCACFLayerTreeHost.cpp | 86 // CoreAnimation needs vertex shader 2.0 or greater. 90 // CoreAnimation needs pixel shader 2.0 or greater.
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/frameworks/base/docs/html/guide/topics/graphics/ |
opengl.jd | 326 and include it as a multiplier of the shader's position. In the following example vertex shader 328 matrices to the coordinates of objects that use this shader. 334 // the coordinates of objects that use this vertex shader. 347 member in the vertex shader into which you apply a combined projection matrix and camera view 352 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to 358 variable defined in the vertex shader above. 395 shader. The following example code shows how modify the {@link [all...] |
/frameworks/base/media/mca/filterfw/native/core/ |
gl_env.cpp | 385 void GLEnv::AttachShader(int key, ShaderProgram* shader) { 389 attached_shaders_[key] = shader;
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/external/skia/src/gpu/ |
SkGpuDevice.cpp | 41 // (since drawBitmap, drawSprite, and drawDevice ignore skia's shader) 468 // converts a SkPaint to a GrPaint, ignoring the skPaint's shader 511 // in a shader. 534 // skPaint's shader to a GrTexture/GrEffectStage if possible. The texture to 541 SkShader* shader = skPaint.getShader(); local 542 if (NULL == shader) { 548 SkAutoTUnref<GrEffectRef> effect(shader->asNewEffect(dev->context(), skPaint)); 561 if (SkShader::kColor_GradientType == shader->asAGradient(&info)) { 564 // modulate the paint alpha by the shader's solid color alpha [all...] |
/frameworks/native/libs/gui/tests/ |
SurfaceTexture_test.cpp | 290 GLuint shader = glCreateShader(shaderType); local 292 if (shader) { 293 glShaderSource(shader, 1, &pSource, NULL); 295 glCompileShader(shader); 298 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 302 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 307 glGetShaderInfoLog(shader, infoLen, NULL, buf); 308 printf("Shader compile log:\n%s\n", buf); 315 glGetShaderInfoLog(shader, 0x1000, NULL, buf); 316 printf("Shader compile log:\n%s\n", buf) [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
ColorBufferTest.java | 40 * shader count : 2
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
ColorPickerDialog.java | 48 Shader s = new SweepGradient(0, 0, mColors, null);
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/device/google/accessory/demokit/app/src/com/google/android/DemoKit/ |
ColorWheel.java | 61 Shader s = new SweepGradient(0, 0, mColors, null);
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/external/chromium/chrome/browser/chromeos/login/ |
rounded_rect_painter.cc | 51 // Need to unref shader, otherwise never deleted.
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/external/chromium/chrome/browser/download/ |
download_util.cc | 440 SkShader* shader = local 447 shader->setLocalMatrix(shader_scale); 448 foreground_paint.setShader(shader); 450 shader->unref(); [all...] |
/external/chromium/chrome/browser/ui/views/autocomplete/ |
autocomplete_popup_contents_view.cc | 517 // shader to fill a path representing the round-rect clipping region. This 532 SkShader* shader = SkShader::CreateBitmapShader( local 536 paint.setShader(shader); 537 shader->unref();
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/external/jmonkeyengine/engine/src/android/com/jme3/asset/ |
AndroidAssetManager.java | 86 registerLoader(com.jme3.shader.plugins.GLSLLoader.class, "vert", "frag", "glsl", "glsllib");
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
MaterialDef.java | 36 import com.jme3.shader.VarType;
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/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
DefineList.java | 33 package com.jme3.shader;
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Deferred.frag | 37 // Note: preferably, H should be computed in the vertex shader
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/external/jmonkeyengine/engine/src/test/jme3test/model/shape/ |
TestCustomMesh.java | 141 // Third mesh will use a wireframe shader to show wireframe
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/external/skia/gm/ |
giantbitmap.cpp | 14 * Want to ensure that our bitmap sampler (in bitmap shader) keeps plenty of
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/external/skia/src/effects/gradients/ |
SkGradientShader.cpp | 756 const SkGradientShaderBase& shader, 761 //shader.asAGradient(&info); 767 shader.getGradientTableBitmap(&bitmap); 769 fIsOpaque = shader.isOpaque();
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/external/skia/src/gpu/effects/ |
GrTextureStripAtlas.h | 53 * texture coordinate in [0, 1] that we can use in a shader.
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/external/skia/src/gpu/gl/ |
GrGLSL.cpp | 42 // ES2s shader language is based on version 1.20 but is version
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