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  /external/skia/legacy/src/core/
SkBlitter_A8.cpp 285 SkShader* shader = fShader; local
302 shader->shadeSpan(x, y, span, count);
  /external/skia/legacy/src/utils/
SkNinePatch.cpp 239 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local
246 p.setShader(shader)->unref();
  /external/skia/src/core/
SkBlitter_A8.cpp 285 SkShader* shader = fShader; local
302 shader->shadeSpan(x, y, span, count);
  /external/skia/src/utils/
SkNinePatch.cpp 239 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local
246 p.setShader(shader)->unref();
  /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)
  /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.
  /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
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  /frameworks/base/media/mca/filterfw/native/core/
gl_env.cpp 385 void GLEnv::AttachShader(int key, ShaderProgram* shader) {
389 attached_shaders_[key] = shader;
  /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)
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  /cts/tests/tests/opengl/src/android/opengl/cts/
ColorBufferTest.java 40 * shader count : 2
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
ColorPickerDialog.java 48 Shader s = new SweepGradient(0, 0, mColors, null);
  /device/google/accessory/demokit/app/src/com/google/android/DemoKit/
ColorWheel.java 61 Shader s = new SweepGradient(0, 0, mColors, null);
  /external/chromium/chrome/browser/chromeos/login/
rounded_rect_painter.cc 51 // Need to unref shader, otherwise never deleted.
  /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();
  /external/jmonkeyengine/engine/src/android/com/jme3/asset/
AndroidAssetManager.java 86 registerLoader(com.jme3.shader.plugins.GLSLLoader.class, "vert", "frag", "glsl", "glsllib");
  /external/jmonkeyengine/engine/src/core/com/jme3/material/
MaterialDef.java 36 import com.jme3.shader.VarType;
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
DefineList.java 33 package com.jme3.shader;
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Deferred.frag 37 // Note: preferably, H should be computed in the vertex shader
  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCustomMesh.java 141 // Third mesh will use a wireframe shader to show wireframe
  /external/skia/gm/
giantbitmap.cpp 14 * Want to ensure that our bitmap sampler (in bitmap shader) keeps plenty of
  /external/skia/src/effects/gradients/
SkGradientShader.cpp 756 const SkGradientShaderBase& shader,
761 //shader.asAGradient(&info);
767 shader.getGradientTableBitmap(&bitmap);
769 fIsOpaque = shader.isOpaque();
  /external/skia/src/gpu/effects/
GrTextureStripAtlas.h 53 * texture coordinate in [0, 1] that we can use in a shader.
  /external/skia/src/gpu/gl/
GrGLSL.cpp 42 // ES2s shader language is based on version 1.20 but is version

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