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    Searched refs:RsdShader (Results 1 - 5 of 5) sorted by null

  /frameworks/rs/driver/
rsdShaderCache.h 34 class RsdShader;
44 void setActiveVertex(RsdShader *pv) {
49 void setActiveFragment(RsdShader *pf) {
56 void cleanupVertex(RsdShader *s);
57 void cleanupFragment(RsdShader *s);
71 RsdShader *mVertex;
72 RsdShader *mFragment;
149 bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag);
150 void populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data)
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rsdProgram.cpp 21 #include "rsdShader.h"
40 RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen,
64 dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
70 RsdShader *drv = NULL;
72 drv = (RsdShader*)pv->mHal.drv;
87 RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen,
98 dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
104 RsdShader *drv = NULL
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rsdShader.h 38 class RsdShader {
41 RsdShader(const android::renderscript::Program *p, uint32_t type,
45 virtual ~RsdShader();
rsdShaderCache.cpp 20 #include "rsdShader.h"
41 void RsdShaderCache::updateUniformArrayData(const Context *rsc, RsdShader *prog, uint32_t linkedID,
63 void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) {
70 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
109 RsdShader *vtx = mVertex;
110 RsdShader *frag = mFragment;
240 void RsdShaderCache::cleanupVertex(RsdShader *s) {
258 void RsdShaderCache::cleanupFragment(RsdShader *s) {
rsdShader.cpp 26 #include "rsdShader.h"
32 RsdShader::RsdShader(const Program *p, uint32_t type,
48 RsdShader::~RsdShader() {
62 void RsdShader::initMemberVars() {
75 RsdShader::StateBasedKey *RsdShader::getExistingState() {
76 RsdShader::StateBasedKey *returnKey = NULL;
102 uint32_t RsdShader::getStateBasedShaderID(const Context *rsc)
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