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  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 10 // This is where actual shader code begins
  /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
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/common/
descrip.mms 11 define shader [--.shader]
20 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/osmesa/
descrip.mms 16 define shader [--.shader]
24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
  /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
  /external/mesa3d/src/mesa/drivers/common/
descrip.mms 11 define shader [--.shader]
20 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
  /external/mesa3d/src/mesa/drivers/osmesa/
descrip.mms 16 define shader [--.shader]
24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
  /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;
  /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);
  /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);
  /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);
  /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;
  /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);
  /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);
  /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;
  /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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