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Searched
refs:RsdShader
(Results
1 - 5
of
5
) sorted by null
/frameworks/rs/driver/
rsdShaderCache.h
34
class
RsdShader
;
44
void setActiveVertex(
RsdShader
*pv) {
49
void setActiveFragment(
RsdShader
*pf) {
56
void cleanupVertex(
RsdShader
*s);
57
void cleanupFragment(
RsdShader
*s);
71
RsdShader
*mVertex;
72
RsdShader
*mFragment;
149
bool hasArrayUniforms(
RsdShader
*vtx,
RsdShader
*frag);
150
void populateUniformData(
RsdShader
*prog, uint32_t linkedID, UniformData *data)
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all
...]
rsdProgram.cpp
21
#include "
rsdShader
.h"
40
RsdShader
*drv = new
RsdShader
(pv, GL_VERTEX_SHADER, shader, shaderLen,
64
dc->gl.shaderCache->setActiveVertex((
RsdShader
*)pv->mHal.drv);
70
RsdShader
*drv = NULL;
72
drv = (
RsdShader
*)pv->mHal.drv;
87
RsdShader
*drv = new
RsdShader
(pf, GL_FRAGMENT_SHADER, shader, shaderLen,
98
dc->gl.shaderCache->setActiveFragment((
RsdShader
*)pf->mHal.drv);
104
RsdShader
*drv = NULL
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...]
rsdShader.h
38
class
RsdShader
{
41
RsdShader
(const android::renderscript::Program *p, uint32_t type,
45
virtual ~
RsdShader
();
rsdShaderCache.cpp
20
#include "
rsdShader
.h"
41
void RsdShaderCache::updateUniformArrayData(const Context *rsc,
RsdShader
*prog, uint32_t linkedID,
63
void RsdShaderCache::populateUniformData(
RsdShader
*prog, uint32_t linkedID, UniformData *data) {
70
bool RsdShaderCache::hasArrayUniforms(
RsdShader
*vtx,
RsdShader
*frag) {
109
RsdShader
*vtx = mVertex;
110
RsdShader
*frag = mFragment;
240
void RsdShaderCache::cleanupVertex(
RsdShader
*s) {
258
void RsdShaderCache::cleanupFragment(
RsdShader
*s) {
rsdShader.cpp
26
#include "
rsdShader
.h"
32
RsdShader
::
RsdShader
(const Program *p, uint32_t type,
48
RsdShader
::~
RsdShader
() {
62
void
RsdShader
::initMemberVars() {
75
RsdShader
::StateBasedKey *
RsdShader
::getExistingState() {
76
RsdShader
::StateBasedKey *returnKey = NULL;
102
uint32_t
RsdShader
::getStateBasedShaderID(const Context *rsc)
[
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...]
Completed in 52 milliseconds