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  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/
ShaderExecutable9.h 7 // ShaderExecutable9.h: Defines a D3D9-specific class to contain shader
  /external/chromium_org/third_party/angle/tests/compiler_tests/
ExpressionLimit_test.cpp 12 #define SHADER(Src) #Src
58 static const char* shaderStart = SHADER(
76 static const char* shaderStart = SHADER(
98 static const char* shaderStart = SHADER(
141 // Compiles a shader and if there's an error checks for a specific
161 EXPECT_TRUE(success) << log << "\n----shader----\n" << source;
296 static const char* shaderWithRecursion0 = SHADER(
308 static const char* shaderWithRecursion1 = SHADER(
327 static const char* shaderWithRecursion2 = SHADER(
343 static const char* shaderWithRecursion3 = SHADER(
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  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/llvmpipe/
lp_state_gs.c 56 /* copy shader tokens, the ones passed in will go away.
58 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
59 if (state->shader.tokens == NULL)
70 FREE( (void *)state->shader.tokens );
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/radeonsi/
radeonsi_shader.h 53 /* 1 when the shader contains
74 struct si_shader shader; member in struct:si_pipe_shader
86 int si_pipe_shader_create(struct pipe_context *ctx, struct si_pipe_shader *shader);
87 void si_pipe_shader_destroy(struct pipe_context *ctx, struct si_pipe_shader *shader);
  /external/chromium_org/third_party/mesa/src/src/mesa/tnl/
descrip.mms 9 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/chromium_org/third_party/mesa/src/src/mesa/vbo/
descrip.mms 10 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/chromium_org/third_party/skia/src/core/
SkPaintPriv.h 20 shader.
  /external/chromium_org/third_party/skia/src/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /external/jmonkeyengine/engine/src/core/com/jme3/renderer/
GL1Renderer.java 6 * Renderer sub-interface that is used for non-shader based renderers.
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
ShaderVariable.java 33 package com.jme3.shader;
41 // if -1, not defined in shader
46 * Name of the uniform as was declared in the shader.
53 * True if the shader value was changed.
  /external/llvm/lib/Target/R600/
AMDGPUMachineFunction.cpp 20 llvm_unreachable("Can't parse shader type!");
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_gs.c 56 /* copy shader tokens, the ones passed in will go away.
58 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
59 if (state->shader.tokens == NULL)
70 FREE( (void *)state->shader.tokens );
  /external/mesa3d/src/gallium/drivers/radeonsi/
radeonsi_shader.h 53 /* 1 when the shader contains
74 struct si_shader shader; member in struct:si_pipe_shader
86 int si_pipe_shader_create(struct pipe_context *ctx, struct si_pipe_shader *shader);
87 void si_pipe_shader_destroy(struct pipe_context *ctx, struct si_pipe_shader *shader);
  /external/mesa3d/src/mesa/tnl/
descrip.mms 9 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/mesa3d/src/mesa/vbo/
descrip.mms 10 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/skia/src/core/
SkPaintPriv.h 20 shader.
  /external/skia/src/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /external/skia/tests/
FlatDataTest.cpp 59 SkShader* shader = SkGradientShader::CreateLinear(points, colors, NULL, local
61 SkAutoUnref aur(shader);
62 testCreate(reporter, shader, flattenFlattenableProc);
71 paint.setShader(shader);
  /frameworks/base/libs/hwui/
SkiaShader.cpp 58 // Base shader
61 void SkiaShader::copyFrom(const SkiaShader& shader) {
62 mType = shader.mType;
63 mKey = shader.mKey;
64 mTileX = shader.mTileX;
65 mTileY = shader.mTileY;
66 mBlend = shader.mBlend;
67 mUnitMatrix = shader.mUnitMatrix;
68 mShaderMatrix = shader.mShaderMatrix;
69 mGenerationId = shader.mGenerationId
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  /external/chromium_org/gpu/command_buffer/service/
program_manager_unittest.cc 41 void ShaderCacheCb(const std::string& key, const std::string& shader) {}
236 Shader* vertex_shader = shader_manager_.CreateShader(
238 Shader* fragment_shader =
298 // Set up shader
376 // Check we can create shader.
377 Shader* vshader = shader_manager_.CreateShader(
379 Shader* fshader = shader_manager_.CreateShader(
381 // Check shader got created.
576 Shader* vshader = shader_manager_.CreateShader(
580 Shader* fshader = shader_manager_.CreateShader
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  /external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/
LwjglRenderer.java 46 import com.jme3.shader.Attribute;
47 import com.jme3.shader.Shader;
48 import com.jme3.shader.Shader.ShaderSource;
49 import com.jme3.shader.Shader.ShaderType;
50 import com.jme3.shader.Uniform;
93 private Shader boundShader;
760 protected void updateUniformLocation(Shader shader, Uniform uniform) {
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  /external/chromium_org/third_party/mesa/src/src/mesa/main/
uniforms.c 134 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
144 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
155 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
168 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
175 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
185 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
196 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
208 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
215 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
222 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2)
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  /external/mesa3d/src/mesa/main/
uniforms.c 134 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
144 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
155 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
168 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
175 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
185 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
196 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
208 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
215 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
222 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2)
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  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 42 // A ShaderProgram is a Program object that holds a GLSL shader implementation.
43 // It provides functionality for compiling, linking, and executing the shader.
46 // By default a ShaderProgram provides its own vertex shader. However, a custom
47 // vertex shader may be passed and used instead.
48 // When implementing a vertex shader, the following attribute names have special
54 // The shader program will bind these attributes to the correct values, if they
55 // are present in the vertex shader source code.
57 // When implementing the fragment shader, the following variable names must be
64 // If more input textures are given than the shader can handle, this will result
70 // Create a new shader program with the given fragment shader source code
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  /external/chromium_org/content/browser/renderer_host/
compositing_iosurface_shader_programs_mac.cc 203 // The code snippets that together make up an entire vertex shader program.
216 // The code snippets that together make up an entire fragment shader program.
238 const GLuint shader = glCreateShader(shader_type); local
239 DCHECK_NE(shader, 0u);
241 // Select and compile the shader program source code.
247 glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
255 glShaderSource(shader, arraysize(source_snippets), source_snippets, NULL);
257 glCompileShader(shader);
262 glGetShaderiv(shader, GL_COMPILE_STATUS, &error);
268 glGetShaderInfoLog(shader, kMaxInfoLogLength - 1, &length_returned
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