HomeSort by relevance Sort by last modified time
    Searched full:shader (Results 76 - 100 of 2023) sorted by null

1 2 34 5 6 7 8 91011>>

  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/vl/
vl_zscan.c 94 struct ureg_program *shader; local
105 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
106 if (!shader)
111 scale = ureg_imm2f(shader,
115 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
116 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
117 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM);
119 tmp = ureg_DECL_temporary(shader);
121 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
124 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i)
172 struct ureg_program *shader; local
    [all...]
vl_median_filter.c 49 struct ureg_program *shader; local
53 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
54 if (!shader)
57 i_vpos = ureg_DECL_vs_input(shader, 0);
58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
61 ureg_MOV(shader, o_vpos, i_vpos);
62 ureg_MOV(shader, o_vtex, i_vpos);
64 ureg_END(shader);
66 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
vl_matrix_filter.c 51 struct ureg_program *shader; local
55 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
56 if (!shader)
59 i_vpos = ureg_DECL_vs_input(shader, 0);
60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
63 ureg_MOV(shader, o_vpos, i_vpos);
64 ureg_MOV(shader, o_vtex, i_vpos);
66 ureg_END(shader);
68 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
  /external/mesa3d/src/gallium/auxiliary/vl/
vl_zscan.c 94 struct ureg_program *shader; local
105 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
106 if (!shader)
111 scale = ureg_imm2f(shader,
115 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
116 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
117 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM);
119 tmp = ureg_DECL_temporary(shader);
121 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
124 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i)
172 struct ureg_program *shader; local
    [all...]
vl_median_filter.c 49 struct ureg_program *shader; local
53 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
54 if (!shader)
57 i_vpos = ureg_DECL_vs_input(shader, 0);
58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
61 ureg_MOV(shader, o_vpos, i_vpos);
62 ureg_MOV(shader, o_vtex, i_vpos);
64 ureg_END(shader);
66 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
vl_matrix_filter.c 51 struct ureg_program *shader; local
55 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
56 if (!shader)
59 i_vpos = ureg_DECL_vs_input(shader, 0);
60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
63 ureg_MOV(shader, o_vpos, i_vpos);
64 ureg_MOV(shader, o_vtex, i_vpos);
66 ureg_END(shader);
68 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
  /external/chromium_org/third_party/WebKit/Source/core/html/canvas/
WebGLProgram.cpp 121 bool WebGLProgram::attachShader(WebGLShader* shader)
123 if (!shader || !shader->object())
125 switch (shader->type()) {
129 m_vertexShader = shader;
134 m_fragmentShader = shader;
141 bool WebGLProgram::detachShader(WebGLShader* shader)
143 if (!shader || !shader->object())
145 switch (shader->type())
    [all...]
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
vertex_params.rs 26 SgVertexShader *shader = (SgVertexShader *)rsGetElementAt(*v_out, 0);
28 processAllParams(shader->shaderConst, shader->shaderConstParams, camera);
  /sdk/emulator/opengl/host/libs/Translator/GLES_V2/
ProgramData.h 28 bool attachShader(GLuint shader,GLenum type);
29 bool isAttached(GLuint shader);
30 bool detachShader(GLuint shader);
  /external/chromium_org/gpu/command_buffer/service/
shader_translator_unittest.cc 58 const char* shader = local
63 // A valid shader should be successfully translated.
64 EXPECT_TRUE(vertex_translator_->Translate(shader));
67 // Translated shader must be valid and non-empty.
82 // An invalid shader should fail.
87 // Translated shader must be NULL.
93 // Try a good shader after bad.
101 const char* shader = local
106 // A valid shader should be successfully translated.
107 EXPECT_TRUE(fragment_translator_->Translate(shader));
119 const char* shader = "foo-bar"; local
134 const char* shader = local
162 const char* shader = local
209 const char* shader = local
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/svga/
svga_state_constants.c 50 svga_shader_type(unsigned shader)
54 assert(shader <= PIPE_SHADER_FRAGMENT);
55 return shader + 1;
60 * Check and emit one shader constant register.
61 * \param shader PIPE_SHADER_FRAGMENT or PIPE_SHADER_VERTEX
66 emit_const(struct svga_context *svga, unsigned shader, unsigned i,
71 assert(shader < PIPE_SHADER_TYPES);
74 if (memcmp(svga->state.hw_draw.cb[shader][i], value,
79 shader == PIPE_SHADER_VERTEX ? "VERT" : "FRAG",
88 svga_shader_type(shader),
    [all...]
  /external/chromium_org/ui/gfx/
skia_util.h 38 // Creates a bitmap shader for the image rep with the image rep's scale factor.
39 // Sets the created shader's local matrix such that it displays the image rep at
41 // The shader's local matrix should not be changed after the shader is created.
42 // TODO(pkotwicz): Allow shader's local matrix to be changed after the shader
50 // Creates a vertical gradient shader. The caller owns the shader.
  /external/mesa3d/src/gallium/drivers/svga/
svga_state_constants.c 50 svga_shader_type(unsigned shader)
54 assert(shader <= PIPE_SHADER_FRAGMENT);
55 return shader + 1;
60 * Check and emit one shader constant register.
61 * \param shader PIPE_SHADER_FRAGMENT or PIPE_SHADER_VERTEX
66 emit_const(struct svga_context *svga, unsigned shader, unsigned i,
71 assert(shader < PIPE_SHADER_TYPES);
74 if (memcmp(svga->state.hw_draw.cb[shader][i], value,
79 shader == PIPE_SHADER_VERTEX ? "VERT" : "FRAG",
88 svga_shader_type(shader),
    [all...]
  /external/chromium_org/third_party/mesa/src/src/glsl/
test_optpass.cpp 176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
192 printf(" --vertex-shader: test with a vertex shader (the default)\n");
193 printf(" --fragment-shader: test with a fragment shader\n");
204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local
205 shader->Type = shader_type;
210 = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader)
    [all...]
  /external/mesa3d/src/glsl/
test_optpass.cpp 176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
192 printf(" --vertex-shader: test with a vertex shader (the default)\n");
193 printf(" --fragment-shader: test with a fragment shader\n");
204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local
205 shader->Type = shader_type;
210 = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader)
    [all...]
  /development/ndk/platforms/android-5/samples/hello-gl2/jni/
gl_code.cpp 58 GLuint shader = glCreateShader(shaderType); local
59 if (shader) {
60 glShaderSource(shader, 1, &pSource, NULL);
61 glCompileShader(shader);
63 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
66 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
70 glGetShaderInfoLog(shader, infoLen, NULL, buf);
71 LOGE("Could not compile shader %d:\n%s\n",
75 glDeleteShader(shader);
76 shader = 0
    [all...]
  /external/chromium_org/content/test/data/gpu/
pixel_webgl.html 18 <script id="shader-vs" type="x-shader/x-vertex">
26 <script id="shader-fs" type="x-shader/x-fragment">
77 var shader = gl.createShader(type);
78 gl.shaderSource(shader, source);
79 gl.compileShader(shader);
80 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
82 return shader;
116 var program = setupProgram(gl, "shader-vs", "shader-fs")
    [all...]
  /external/chromium_org/third_party/angle/extensions/
ANGLE_translated_shader_source.txt 43 ES). For debugging purposes, it is useful to be able to examine the shader
46 This extension addes a new function to query the translated shader source,
48 translated shader source length.
60 void GetTranslatedShaderSourceANGLE(uint shader, sizei bufsize,
72 Append in the end of the fourth paragraph of section 6.1.8 (Shader and
78 failed for <shader>, zero is returned."
80 Append after the last paragraph of section 6.1.8 (Shader and Program
85 void GetTranslatedShaderSourceANGLE( uint shader, sizei bufSize,
89 the shader object <shader>. The string <source> will be null terminated
    [all...]
  /external/chromium_org/third_party/angle/src/libGLESv2/
Shader.h 7 // Shader.h: Defines the abstract gl::Shader class and its concrete derived
8 // classes VertexShader and FragmentShader. Implements GL shader objects and
51 class Shader
56 Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
58 virtual ~Shader();
116 DISALLOW_COPY_AND_ASSIGN(Shader);
121 unsigned int mRefCount; // Number of program objects this shader is attached to
122 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
148 class VertexShader : public Shader
    [all...]
  /external/robolectric/src/main/java/com/xtremelabs/robolectric/shadows/
ShadowPaint.java 5 import android.graphics.Shader;
27 private Shader shader; field in class:ShadowPaint
47 public Shader setShader(Shader shader) {
48 this.shader = shader;
49 return shader;
64 public Shader getShader()
    [all...]
  /frameworks/native/opengl/tests/gl2_jni/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
    [all...]
  /frameworks/native/opengl/tests/gldual/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
    [all...]
  /frameworks/native/services/surfaceflinger/RenderEngine/
Program.cpp 98 GLuint shader = glCreateShader(type); local
99 glShaderSource(shader, 1, &source, 0);
100 glCompileShader(shader);
102 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
107 glGetShaderInfoLog(shader, sizeof(log), 0, log);
108 ALOGE("Error while compiling shader: \n%s\n%s", source, log);
109 glDeleteShader(shader);
112 return shader;
116 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; local
118 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l)
    [all...]
  /packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
    [all...]
  /packages/apps/Camera2/jni/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
    [all...]

Completed in 564 milliseconds

1 2 34 5 6 7 8 91011>>