/external/chromium_org/third_party/mesa/src/src/glsl/ |
standalone_scaffolding.cpp | 53 struct gl_shader *shader; local 58 shader = rzalloc(NULL, struct gl_shader); 59 if (shader) { 60 shader->Type = type; 61 shader->Name = name; 62 shader->RefCount = 1; 64 return shader;
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/external/mesa3d/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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draw_vs_ppc.c | 80 * Simplified vertex shader interface for the pt paths. Given the 93 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local 124 /* run compiled shader 126 shader->func(inputs_soa, outputs_soa, temps_soa, 127 (float (*)[4]) shader->base.immediates, 159 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local 161 ppc_release_func( &shader->ppc_program ); 163 align_free( (void *) shader->base.immediates ); 165 FREE( (void*) shader->base.state.tokens ); 166 FREE( shader ); [all...] |
/external/mesa3d/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/mesa3d/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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/external/mesa3d/src/glsl/ |
standalone_scaffolding.cpp | 53 struct gl_shader *shader; local 58 shader = rzalloc(NULL, struct gl_shader); 59 if (shader) { 60 shader->Type = type; 61 shader->Name = name; 62 shader->RefCount = 1; 64 return shader;
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/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/vega/ |
shaders_cache.c | 51 /* Essentially we construct an ubber-shader based on the state 122 struct pipe_shader_state *shader) 227 shader->tokens = ureg_finalize(ureg); 228 if(!shader->tokens) 231 p = pipe->create_fs_state(pipe, shader); 254 struct pipe_shader_state *shader) 378 return combine_shaders(shaders, idx, pipe, shader); 435 struct vg_shader *shader = (struct vg_shader *)MALLOC( local 445 shader->type = type; 446 shader->tokens = tokens [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
TechniqueDef.java | 38 import com.jme3.shader.DefineList; 39 import com.jme3.shader.UniformBinding; 40 import com.jme3.shader.VarType; 66 * An array of light positions and light colors is passed to the shader 226 * @param vertexShader The name of the vertex shader 227 * @param fragmentShader The name of the fragment shader 228 * @param shaderLanguage The shader language 262 * {@link DefineList#set(java.lang.String, com.jme3.shader.VarType, java.lang.Object) } 280 * @see #addShaderPresetDefine(java.lang.String, com.jme3.shader.VarType, java.lang.Object) 290 * they are always passed to the shader as long as this technique is used [all...] |
/external/mesa3d/src/gallium/state_trackers/vega/ |
shaders_cache.c | 51 /* Essentially we construct an ubber-shader based on the state 122 struct pipe_shader_state *shader) 227 shader->tokens = ureg_finalize(ureg); 228 if(!shader->tokens) 231 p = pipe->create_fs_state(pipe, shader); 254 struct pipe_shader_state *shader) 378 return combine_shaders(shaders, idx, pipe, shader); 435 struct vg_shader *shader = (struct vg_shader *)MALLOC( local 445 shader->type = type; 446 shader->tokens = tokens [all...] |
/external/chromium_org/gpu/tools/compositor_model_bench/ |
shaders.cc | 38 // Store shader programs in a sparse array so that they can be addressed easily. 115 return "(unknown shader)"; 120 #define SHADER(Src) SHADER0(Src) 122 const char* GetShaderSource(ShaderID shader) { 123 switch (shader) { 125 return SHADER( 145 return SHADER( 156 return SHADER( 168 return SHADER( 191 return SHADER( [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/rbug/ |
rbug_shader.c | 80 rbug_shader_t shader, 90 LEN(8); /* shader */ 102 WRITE(8, rbug_shader_t, shader); /* shader */ 121 rbug_shader_t shader, 132 LEN(8); /* shader */ 145 WRITE(8, rbug_shader_t, shader); /* shader */ 165 rbug_shader_t shader, 177 LEN(8); /* shader */ [all...] |
/external/mesa3d/src/gallium/auxiliary/rbug/ |
rbug_shader.c | 80 rbug_shader_t shader, 90 LEN(8); /* shader */ 102 WRITE(8, rbug_shader_t, shader); /* shader */ 121 rbug_shader_t shader, 132 LEN(8); /* shader */ 145 WRITE(8, rbug_shader_t, shader); /* shader */ 165 rbug_shader_t shader, 177 LEN(8); /* shader */ [all...] |
/sdk/emulator/opengl/tests/translator_tests/GLES_V2/ |
triangleV2.cpp | 111 fprintf(stderr, "\t-vs <filename> - vertex shader to use\n"); 112 fprintf(stderr, "\t-fs <filename> - fragment shader to use\n"); 119 GLuint shader; local 121 // Create the shader object 122 shader = glCreateShader(type); 123 if(shader == 0) 125 // Load the shader source 126 glShaderSource(shader, 1, &shaderSrc, NULL); 127 // Compile the shader 128 glCompileShader(shader); [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
SweepGradientTest.java | 25 import android.graphics.Shader; 55 Shader shader = new SweepGradient(CENTER, CENTER, colors[0], colors[1]); local 56 mPaint.setShader(shader); 64 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local 65 mPaint.setShader(shader); 75 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local 76 mPaint.setShader(shader); [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/ |
draw_vs_ppc.c | 80 * Simplified vertex shader interface for the pt paths. Given the 93 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local 124 /* run compiled shader 126 shader->func(inputs_soa, outputs_soa, temps_soa, 127 (float (*)[4]) shader->base.immediates, 159 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local 161 ppc_release_func( &shader->ppc_program ); 163 align_free( (void *) shader->base.immediates ); 165 FREE( (void*) shader->base.state.tokens ); 166 FREE( shader ); [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/radeonsi/ |
radeonsi_shader.c | 76 struct si_pipe_shader *shader; member in struct:si_shader_context 77 unsigned type; /* TGSI_PROCESSOR_* specifies the type of shader. */ 349 fprintf(stderr, "Warning: Unsupported shader type,\n"); 379 /* Initialize arguments for the shader export intrinsic */ 403 /* Pixel shader needs to pack output values before export */ 461 struct si_shader * shader = &si_shader_ctx->shader->shader; local 484 i = shader->ninput++; 485 shader->input[i].name = d->Semantic.Name [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/softpipe/ |
sp_fs_exec.c | 29 * Execute fragment shader using the TGSI interpreter. 68 * Bind tokens/shader to the interpreter's machine state. 81 * This should really be part of the compiled shader. 196 struct sp_exec_fragment_shader *shader; local 198 shader = CALLOC_STRUCT(sp_exec_fragment_shader); 199 if (!shader) 202 shader->base.prepare = exec_prepare; 203 shader->base.run = exec_run; 204 shader->base.delete = exec_delete; 206 return &shader->base [all...] |
/external/mesa3d/src/gallium/drivers/radeonsi/ |
radeonsi_shader.c | 76 struct si_pipe_shader *shader; member in struct:si_shader_context 77 unsigned type; /* TGSI_PROCESSOR_* specifies the type of shader. */ 349 fprintf(stderr, "Warning: Unsupported shader type,\n"); 379 /* Initialize arguments for the shader export intrinsic */ 403 /* Pixel shader needs to pack output values before export */ 461 struct si_shader * shader = &si_shader_ctx->shader->shader; local 484 i = shader->ninput++; 485 shader->input[i].name = d->Semantic.Name [all...] |
/external/mesa3d/src/gallium/drivers/softpipe/ |
sp_fs_exec.c | 29 * Execute fragment shader using the TGSI interpreter. 68 * Bind tokens/shader to the interpreter's machine state. 81 * This should really be part of the compiled shader. 196 struct sp_exec_fragment_shader *shader; local 198 shader = CALLOC_STRUCT(sp_exec_fragment_shader); 199 if (!shader) 202 shader->base.prepare = exec_prepare; 203 shader->base.run = exec_run; 204 shader->base.delete = exec_delete; 206 return &shader->base [all...] |
/frameworks/base/libs/hwui/ |
SkiaShader.h | 39 // Base shader 43 * Represents a Skia shader. A shader will modify the GL context and active 48 * Type of Skia shader in use. 64 void copyFrom(const SkiaShader& shader); 136 * A shader that draws a bitmap. 158 * A shader that draws a linear gradient. 182 * A shader that draws a sweep gradient. 207 * A shader that draws a circular gradient. 223 * A shader that draws two shaders, composited with an xfermode [all...] |
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
ShadersActivity.java | 29 import android.graphics.Shader; 68 mRepeatShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT, 69 Shader.TileMode.REPEAT); 71 mTranslatedShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT, 72 Shader.TileMode.REPEAT); 78 mScaledShader = new BitmapShader(mTexture, Shader.TileMode.MIRROR, 79 Shader.TileMode.MIRROR); 85 Color.RED, Color.GREEN, Shader.TileMode.CLAMP); 93 Color.BLUE, Color.MAGENTA, Shader.TileMode.CLAMP); 96 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR) [all...] |
/frameworks/native/opengl/tests/gl2_java/src/com/android/gl2java/ |
GL2JavaView.java | 96 int shader = GLES20.glCreateShader(shaderType); local 97 if (shader != 0) { 98 GLES20.glShaderSource(shader, source); 99 GLES20.glCompileShader(shader); 101 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 103 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 104 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 105 GLES20.glDeleteShader(shader); 106 shader = 0; 109 return shader; [all...] |
/hardware/libhardware/tests/hwc/ |
util.c | 49 GLuint shader; local 51 if (!(shader = glCreateShader(shaderType))) 54 glShaderSource(shader, 1, &src, NULL); 55 glCompileShader(shader); 56 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 59 return shader; 61 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); 65 glGetShaderInfoLog(shader, len, NULL, msg); 67 fprintf(stderr, "error compiling shader:\n%s\n", msg); 71 glDeleteShader(shader); [all...] |
/packages/experimental/CameraPreviewTest/src/com/example/android/videochatcameratest/ |
SurfaceTextureView.java | 35 int shader = GLES20.glCreateShader(shaderType); local 36 if (shader != 0) { 37 GLES20.glShaderSource(shader, source); 38 GLES20.glCompileShader(shader); 40 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 42 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 43 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 44 GLES20.glDeleteShader(shader); 45 shader = 0; 48 return shader; [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/ |
Program.cpp | 161 bool Program::attachShader(Shader *shader) 163 if (shader->getType() == GL_VERTEX_SHADER) 170 mVertexShader = (VertexShader*)shader; 173 else if (shader->getType() == GL_FRAGMENT_SHADER) 180 mFragmentShader = (FragmentShader*)shader; 188 bool Program::detachShader(Shader *shader) 190 if (shader->getType() == GL_VERTEX_SHADER) 192 if (mVertexShader != shader) [all...] |