/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
shader2v.glsl | 10 // This is where actual shader code begins
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/cts/suite/cts/deviceTests/opengl/jni/graphics/ |
GLUtils.cpp | 129 // Loads the given source code as a shader of the given type. 131 GLuint shader = glCreateShader(shaderType); local 132 if (shader) { 133 glShaderSource(shader, 1, source, NULL); 134 glCompileShader(shader); 136 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 139 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 142 glGetShaderInfoLog(shader, infoLen, NULL, infoLog); 143 ALOGE("Error compiling shader:\n%s\n", infoLog); 146 glDeleteShader(shader); [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererOneColorBufferTest.java | 100 int shader; local 103 // Create the shader object 104 shader = GLES20.glCreateShader(type); 106 if (shader == 0) 109 // Load the shader source 110 GLES20.glShaderSource(shader, shaderSrc); 112 // Compile the shader 113 GLES20.glCompileShader(shader); 116 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 119 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/docs/ |
source_layout.txt | 6 d3d1xshader is a standalone module with a parser, disassembler and utility routines for Direct3D 10/11 shaders using Shader Model 4/5 instructions encoded using Tokenized Program Format embedded in a DXBC chunked container (the data format produced by the HLSL compiler). 8 tools contains the shader compiler, currently wrapping the Microsoft HLSL compiler 11 gd3d1x contains the shader translator and code not directly implementing Direct3D interfaces, but needed by those implementations
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/common/ |
descrip.mms | 11 define shader [--.shader] 20 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/osmesa/ |
descrip.mms | 16 define shader [--.shader] 24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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/external/mesa3d/src/gallium/state_trackers/d3d1x/docs/ |
source_layout.txt | 6 d3d1xshader is a standalone module with a parser, disassembler and utility routines for Direct3D 10/11 shaders using Shader Model 4/5 instructions encoded using Tokenized Program Format embedded in a DXBC chunked container (the data format produced by the HLSL compiler). 8 tools contains the shader compiler, currently wrapping the Microsoft HLSL compiler 11 gd3d1x contains the shader translator and code not directly implementing Direct3D interfaces, but needed by those implementations
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/external/mesa3d/src/mesa/drivers/common/ |
descrip.mms | 11 define shader [--.shader] 20 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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/external/mesa3d/src/mesa/drivers/osmesa/ |
descrip.mms | 16 define shader [--.shader] 24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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/frameworks/base/libs/hwui/ |
ProgramCache.h | 54 void generateBlend(String8& shader, const char* name, SkXfermode::Mode mode); 55 void generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT); 57 void printLongString(const String8& shader) const;
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/device/generic/goldfish/opengl/shared/OpenglCodecCommon/ |
GLSharedGroup.cpp | 190 bool ProgramData::attachShader(GLuint shader) 194 if (m_shaders[i] == shader) { 200 m_shaders.insertAt(shader, m_shaders.size(), 1); 204 bool ProgramData::detachShader(GLuint shader) 208 if (m_shaders[i] == shader) { 309 void GLSharedGroup::attachShader(GLuint program, GLuint shader) 313 ssize_t idx = m_shaders.indexOfKey(shader); 315 if (programData->attachShader(shader)) { 321 void GLSharedGroup::detachShader(GLuint program, GLuint shader) 325 ssize_t idx = m_shaders.indexOfKey(shader); 345 ShaderData* shader = m_shaders.valueFor(shaderId); local [all...] |
/sdk/emulator/opengl/shared/OpenglCodecCommon/ |
GLSharedGroup.cpp | 190 bool ProgramData::attachShader(GLuint shader) 194 if (m_shaders[i] == shader) { 200 m_shaders.insertAt(shader, m_shaders.size(), 1); 204 bool ProgramData::detachShader(GLuint shader) 208 if (m_shaders[i] == shader) { 309 void GLSharedGroup::attachShader(GLuint program, GLuint shader) 313 ssize_t idx = m_shaders.indexOfKey(shader); 315 if (programData->attachShader(shader)) { 321 void GLSharedGroup::detachShader(GLuint program, GLuint shader) 325 ssize_t idx = m_shaders.indexOfKey(shader); 345 ShaderData* shader = m_shaders.valueFor(shaderId); local [all...] |
/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/r200/ |
r200_fragshader.c | 128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 134 if (shader->NumPasses < 2) { 140 for (pass = 0; pass < shader->NumPasses; pass++) { 143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) { 145 struct atifs_instruction *inst = &shader->Instructions[pass][pc]; 284 if (sat || (pc == (shader->numArithInstr[pass] - 1) && 285 ((pass == 1) || (shader->NumPasses == 1)))) 327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 334 if (shader->swizzlerq & (1 << (2 * reg))) 350 if (shader->NumPasses < 2) 505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local [all...] |
/external/mesa3d/src/mesa/drivers/dri/r200/ |
r200_fragshader.c | 128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 134 if (shader->NumPasses < 2) { 140 for (pass = 0; pass < shader->NumPasses; pass++) { 143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) { 145 struct atifs_instruction *inst = &shader->Instructions[pass][pc]; 284 if (sat || (pc == (shader->numArithInstr[pass] - 1) && 285 ((pass == 1) || (shader->NumPasses == 1)))) 327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 334 if (shader->swizzlerq & (1 << (2 * reg))) 350 if (shader->NumPasses < 2) 505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local [all...] |
/external/chromium_org/third_party/skia/include/core/ |
SkShader.h | 25 * has no shader, then the paint's color is used. If the paint has a 26 * shader, then the shader's color(s) are use instead, but they are 27 * modulated by the paint's alpha. This makes it easy to create a shader 29 * w/o having to modify the original shader... only the paint's alpha needs 50 * Set the shader's local matrix. 51 * @param localM The shader's new local matrix. 56 * Reset the shader's local matrix to identity. 61 /** replicate the edge color if the shader draws outside of its 66 /** repeat the shader's image horizontally and vertically * [all...] |
/external/skia/include/core/ |
SkShader.h | 25 * has no shader, then the paint's color is used. If the paint has a 26 * shader, then the shader's color(s) are use instead, but they are 27 * modulated by the paint's alpha. This makes it easy to create a shader 29 * w/o having to modify the original shader... only the paint's alpha needs 50 * Set the shader's local matrix. 51 * @param localM The shader's new local matrix. 56 * Reset the shader's local matrix to identity. 61 /** replicate the edge color if the shader draws outside of its 66 /** repeat the shader's image horizontally and vertically * [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/ |
Program.h | 31 class Shader; 72 bool attachShader(Shader *shader); 73 bool detachShader(Shader *shader);
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/external/chromium_org/third_party/mesa/src/src/glsl/glcpp/ |
glcpp.c | 103 const char *shader; local 110 shader = load_text_file (ctx, filename); 111 if (shader == NULL) 114 ret = glcpp_preprocess(ctx, &shader, &info_log, NULL, API_OPENGL); 116 printf("%s", shader);
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/external/mesa3d/src/glsl/glcpp/ |
glcpp.c | 103 const char *shader; local 110 shader = load_text_file (ctx, filename); 111 if (shader == NULL) 114 ret = glcpp_preprocess(ctx, &shader, &info_log, NULL, API_OPENGL); 116 printf("%s", shader);
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/external/skia/gm/ |
shaderbounds.cpp | 61 // Background shader. 68 // Constrained shader. 83 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background); local 86 shader->setLocalMatrix(shaderScale); 87 return shader;
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/external/chromium_org/gpu/command_buffer/tests/ |
gl_test_utils.cc | 36 GLuint shader = glCreateShader(type); local 37 // Load the shader source 38 glShaderSource(shader, 1, &shaderSrc, NULL); 39 // Compile the shader 40 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &value); 47 glGetShaderInfoLog(shader, sizeof(buffer), &length, buffer); 49 EXPECT_EQ(1, value) << "Error compiling shader: " << log; 50 glDeleteShader(shader); 51 shader = 0 [all...] |
/external/chromium_org/content/test/data/gpu/ |
mem_webgl.html | 6 <script id="vertex-shader" type="x-shader/x-vertex"> 15 <script id="fragment-shader" type="x-shader/x-fragment"> 66 // Create a shader that samples a 2D image. 69 document.getElementById("vertex-shader").textContent); 74 document.getElementById("fragment-shader").textContent);
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/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/ |
draw_vs_llvm.c | 42 vs_llvm_prepare(struct draw_vertex_shader *shader, 45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/ 49 vs_llvm_run_linear( struct draw_vertex_shader *shader, 67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local 70 li = first_elem(&shader->variants); 71 while(!at_end(&shader->variants, li)) { 77 assert(shader->variants_cached == 0);
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/rbug/ |
rbug_objects.h | 61 void *shader; member in struct:rbug_shader 175 struct rbug_shader *shader; local 179 shader = rbug_shader(_state); 180 return shader->replaced_shader ? shader->replaced_shader : shader->shader;
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/svga/ |
svga_tgsi.h | 84 * A single TGSI shader may be compiled into different variants of 85 * SVGA3D shaders depending on the compile key. Each user shader 90 const struct svga_shader *shader; member in struct:svga_shader_result 96 /* Compiled shader tokens: 101 /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE, 118 * fragment shader inputs in the case where vertex shader is disabled.
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