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  /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;
  /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);
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;
  /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.
  /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;
  /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)
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