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  /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
  /packages/apps/Settings/src/com/android/settings/widget/
PieChartView.java 30 import android.graphics.Shader.TileMode;
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/gd3d11/
d3d11_screen.h 1412 GalliumD3D11Shader<>* shader; local
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  /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_;
  /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
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  /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
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) {
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")
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  /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 },
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()));
  /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
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) {
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")
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  /external/skia/src/animator/
SkDisplayType.cpp 183 CASE_DRAW_NEW(Shader);
338 CASE_GET_DRAW_INFO(Shader);
505 { "shader", SkType_Shader INIT_BOOL_FIELDS },
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()));
  /frameworks/base/core/jni/
Android.mk 112 android/graphics/Shader.cpp \
  /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
GradientDrawable.java 30 import android.graphics.Shader;
750 colors, st.mPositions, Shader.TileMode.CLAMP));
759 Shader.TileMode.CLAMP));
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  /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
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  /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
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  /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
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  /frameworks/base/core/java/android/widget/
ProgressBar.java 27 import android.graphics.Shader;
361 Shader.TileMode.REPEAT, Shader.TileMode.CLAMP);
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  /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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