/frameworks/base/tools/layoutlib/bridge/src/android/graphics/ |
RadialGradient_Delegate.java | 24 import android.graphics.Shader.TileMode; 37 * as all the Shader classes will be added to the manager owned by {@link Shader_Delegate}. 88 * Create a shader that draws a radial gradient given the center and radius. 99 * @param tile The Shader tiling mode
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/packages/apps/Settings/src/com/android/settings/widget/ |
PieChartView.java | 30 import android.graphics.Shader.TileMode;
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/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/gd3d11/ |
d3d11_screen.h | 1412 GalliumD3D11Shader<>* shader; local [all...] |
/external/mesa3d/src/gallium/state_trackers/d3d1x/gd3d11/ |
d3d11_screen.h | 1412 GalliumD3D11Shader<>* shader; local [all...] |
/external/chromium_org/gpu/command_buffer/service/ |
memory_program_cache_unittest.cc | 85 void ShaderCacheCb(const std::string& key, const std::string& shader) { 87 shader_cache_shader_ = shader; 188 Shader* vertex_shader_; 189 Shader* fragment_shader_;
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/ |
brw_wm.c | 90 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have 113 * two GRF entries for each logical shader register. 130 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader. 140 /* Loop through all fragment shader inputs to figure out what interpolation 324 perf_debug("Fragment shader triggered register spilling. " 394 perf_debug("Recompiling fragment shader for program %d\n", prog->Name); 410 perf_debug(" Didn't find previous compile in the shader cache for " 425 found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written); 460 * (except for GL_ALPHA); all other platforms need MOVs in the shader. 562 if (ctx->Shader.CurrentFragmentProgram [all...] |
/external/chromium_org/third_party/mesa/src/src/mesa/main/ |
transformfeedback.c | 322 if (ctx->Shader.CurrentVertexProgram == NULL) { 328 info = &ctx->Shader.CurrentVertexProgram->LinkedTransformFeedback; 429 * Specify a buffer object to receive vertex shader results. Plus, 473 * Specify a buffer object to receive vertex shader results. 508 * Specify a buffer object to receive vertex shader results, plus the 569 * This function specifies the vertex shader outputs to be written 662 * the varyings won't be used until shader link time. 668 * Get info about the vertex shader's outputs which are to be written
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uniform_query.cpp | 221 * shader is not an array variable, 440 printf("Program %d %s shader parameters:\n", 687 if (ctx->Shader.Flags & GLSL_UNIFORMS) { 783 /* If the shader stage doesn't use any samplers, don't bother 793 /* Determine if any of the samplers used by this shader stage have 875 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
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ff_fragment_shader.cpp | 322 (ctx->Shader.CurrentVertexProgram && 323 ctx->Shader.CurrentVertexProgram->LinkStatus && 324 ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]); 383 /* Choose GLSL vertex shader over ARB vertex program. Need this 384 * since vertex shader state validation comes after fragment state 388 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; 520 struct gl_shader *shader; member in class:texenv_fragment_program 547 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA"); 558 ir_variable *var = p->shader->symbols->get_variable("gl_Color"); 589 var = p->shader->symbols->get_variable("gl_TextureEnvColor") [all...] |
/external/chromium_org/third_party/skia/src/animator/ |
SkDisplayType.cpp | 183 CASE_DRAW_NEW(Shader); 338 CASE_GET_DRAW_INFO(Shader); 505 { "shader", SkType_Shader INIT_BOOL_FIELDS },
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SkDrawPaint.cpp | 48 SK_MEMBER(shader, Shader), 71 shader((SkDrawShader*) -1), strikeThru(-1), stroke(-1), 88 delete shader; 208 if (fOwnsShader && maker.resolveID(shader, original->shader) == false) 239 if (shader == NULL) 241 else if (shader != (SkDrawShader*) -1) 242 SkSafeUnref(paint->setShader(shader->getShader()));
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_wm.c | 90 * Do GPU code generation for non-GLSL shader. non-GLSL shaders have 113 * two GRF entries for each logical shader register. 130 * (see enum brw_wm_barycentric_interp_mode) is needed by the fragment shader. 140 /* Loop through all fragment shader inputs to figure out what interpolation 324 perf_debug("Fragment shader triggered register spilling. " 394 perf_debug("Recompiling fragment shader for program %d\n", prog->Name); 410 perf_debug(" Didn't find previous compile in the shader cache for " 425 found |= key_debug("vertex shader outputs", old_key->vp_outputs_written, key->vp_outputs_written); 460 * (except for GL_ALPHA); all other platforms need MOVs in the shader. 562 if (ctx->Shader.CurrentFragmentProgram [all...] |
/external/mesa3d/src/mesa/main/ |
transformfeedback.c | 322 if (ctx->Shader.CurrentVertexProgram == NULL) { 328 info = &ctx->Shader.CurrentVertexProgram->LinkedTransformFeedback; 429 * Specify a buffer object to receive vertex shader results. Plus, 473 * Specify a buffer object to receive vertex shader results. 508 * Specify a buffer object to receive vertex shader results, plus the 569 * This function specifies the vertex shader outputs to be written 662 * the varyings won't be used until shader link time. 668 * Get info about the vertex shader's outputs which are to be written
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uniform_query.cpp | 221 * shader is not an array variable, 440 printf("Program %d %s shader parameters:\n", 687 if (ctx->Shader.Flags & GLSL_UNIFORMS) { 783 /* If the shader stage doesn't use any samplers, don't bother 793 /* Determine if any of the samplers used by this shader stage have 875 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
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ff_fragment_shader.cpp | 322 (ctx->Shader.CurrentVertexProgram && 323 ctx->Shader.CurrentVertexProgram->LinkStatus && 324 ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]); 383 /* Choose GLSL vertex shader over ARB vertex program. Need this 384 * since vertex shader state validation comes after fragment state 388 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; 520 struct gl_shader *shader; member in class:texenv_fragment_program 547 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA"); 558 ir_variable *var = p->shader->symbols->get_variable("gl_Color"); 589 var = p->shader->symbols->get_variable("gl_TextureEnvColor") [all...] |
/external/skia/src/animator/ |
SkDisplayType.cpp | 183 CASE_DRAW_NEW(Shader); 338 CASE_GET_DRAW_INFO(Shader); 505 { "shader", SkType_Shader INIT_BOOL_FIELDS },
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SkDrawPaint.cpp | 48 SK_MEMBER(shader, Shader), 71 shader((SkDrawShader*) -1), strikeThru(-1), stroke(-1), 88 delete shader; 208 if (fOwnsShader && maker.resolveID(shader, original->shader) == false) 239 if (shader == NULL) 241 else if (shader != (SkDrawShader*) -1) 242 SkSafeUnref(paint->setShader(shader->getShader()));
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/frameworks/base/core/jni/ |
Android.mk | 112 android/graphics/Shader.cpp \
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/frameworks/base/graphics/java/android/graphics/drawable/ |
ShapeDrawable.java | 99 * {@link android.graphics.Shader} object will be made. 109 * {@link android.graphics.Shader}. 450 * corresponding shader, or null. 452 * {@link android.graphics.Shader}, such as a 458 * Returns the Shader to be drawn when a Drawable is drawn. 460 * to adjust how the Shader is configured for drawing. 465 * @return the Shader to be drawn 467 public abstract Shader resize(int width, int height); 470 // other subclass could wack the Shader's localmatrix based on the
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GradientDrawable.java | 30 import android.graphics.Shader; 750 colors, st.mPositions, Shader.TileMode.CLAMP)); 759 Shader.TileMode.CLAMP)); [all...] |
/packages/apps/Gallery2/src/com/android/gallery3d/filtershow/imageshow/ |
ImageShow.java | 33 import android.graphics.Shader; 132 private static Shader createShader(Bitmap b) { 133 return new BitmapShader(b, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP); 410 // Prepare the shader [all...] |
/external/chromium_org/third_party/mesa/src/src/mesa/state_tracker/ |
st_program.c | 172 * Translate a Mesa vertex shader into a TGSI shader. 464 * Translate a Mesa fragment shader into a TGSI shader using extra info in 587 * All that is required is that the vertex shader labels 588 * its own outputs similarly, and that the vertex shader 590 * fragment shader plus fixed-function hardware (such as 1232 struct gl_shader *shader = (struct gl_shader *) data; local [all...] |
/external/mesa3d/src/mesa/state_tracker/ |
st_program.c | 172 * Translate a Mesa vertex shader into a TGSI shader. 464 * Translate a Mesa fragment shader into a TGSI shader using extra info in 587 * All that is required is that the vertex shader labels 588 * its own outputs similarly, and that the vertex shader 590 * fragment shader plus fixed-function hardware (such as 1232 struct gl_shader *shader = (struct gl_shader *) data; local [all...] |
/frameworks/base/core/java/android/widget/ |
ProgressBar.java | 27 import android.graphics.Shader; 361 Shader.TileMode.REPEAT, Shader.TileMode.CLAMP); [all...] |
/packages/apps/Launcher2/src/com/android/launcher2/ |
WidgetPreviewLoader.java | 23 import android.graphics.Shader; 484 previewDrawable.setTileModeXY(Shader.TileMode.REPEAT, 485 Shader.TileMode.REPEAT);
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