/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/ |
gen6_vs_state.c | 136 /* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section 173 if (intel->ctx.Shader.CurrentVertexProgram == NULL)
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gen7_wm_state.c | 172 if (intel->ctx.Shader.CurrentFragmentProgram == NULL)
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brw_vs.c | 54 * Compute the VUE map for vertex shader program. 170 if (ctx->Shader.CurrentVertexProgram) { 171 /* There is currently a GLSL vertex shader, so clip according to GLSL 262 perf_debug("Vertex shader triggered register spilling. " 319 perf_debug("Recompiling vertex shader for program %d\n", prog->Name); 335 perf_debug(" Didn't find previous compile in the shader cache for " 434 bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_gs.c | 195 ctx->Shader.CurrentVertexProgram;
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brw_vs_surface_state.c | 119 struct gl_shader_program *prog = ctx->Shader.CurrentVertexProgram;
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gen6_vs_state.c | 136 /* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section 173 if (intel->ctx.Shader.CurrentVertexProgram == NULL)
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gen7_wm_state.c | 172 if (intel->ctx.Shader.CurrentFragmentProgram == NULL)
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brw_vs.c | 54 * Compute the VUE map for vertex shader program. 170 if (ctx->Shader.CurrentVertexProgram) { 171 /* There is currently a GLSL vertex shader, so clip according to GLSL 262 perf_debug("Vertex shader triggered register spilling. " 319 perf_debug("Recompiling vertex shader for program %d\n", prog->Name); 335 perf_debug(" Didn't find previous compile in the shader cache for " 434 bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
FragmentShader.java | 32 public class FragmentShader extends Shader {
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/frameworks/base/tools/layoutlib/bridge/src/android/graphics/ |
Gradient_Delegate.java | 19 import android.graphics.Shader.TileMode; 22 * Base class for true Gradient shader delegate. 42 * Creates the base shader and do some basic test on the parameters.
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/frameworks/opt/bitmap/src/com/android/bitmap/drawable/ |
CircularBitmapDrawable.java | 29 import android.graphics.Shader.TileMode; 123 // Draw bitmap through shader first. 124 BitmapShader shader = (BitmapShader) mBitmapPaint.getShader(); local 125 if (shader == null || mShaderBitmap != bitmap) { 126 shader = new BitmapShader(bitmap, TileMode.CLAMP, TileMode.CLAMP); 137 shader.setLocalMatrix(sMatrix); 138 mBitmapPaint.setShader(shader);
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/cts/tests/tests/animation/src/android/animation/cts/ |
AnimationActivity.java | 32 import android.graphics.Shader; 258 50f, color, darkColor, Shader.TileMode.CLAMP);
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/cts/tests/tests/graphics/src/android/graphics/drawable/cts/ |
ShapeDrawableTest.java | 28 import android.graphics.Shader; 199 public Shader resize(int width, int height) {
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BitmapDrawableTest.java | 33 import android.graphics.Shader; 36 import android.graphics.Shader.TileMode; 166 Shader oldShader = bitmapDrawable.getPaint().getShader();
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/external/chromium_org/gpu/command_buffer/service/ |
program_manager.cc | 525 Shader* shader, 528 // Translate GL ES 2.0 shader to Desktop GL shader and pass that to 530 const std::string* source = shader->source(); 534 shader->SetStatus(false, translator->info_log(), NULL); 539 shader->UpdateTranslatedSource(shader_src); 542 glShaderSource(shader->service_id(), 1, &shader_src, NULL); 543 glCompileShader(shader->service_id()); 546 glGetShaderiv(shader->service_id() 779 Shader* shader = attached_shaders_[ii].get(); local 793 Shader* shader = attached_shaders_[ii].get(); local 832 Shader* shader = attached_shaders_[ii].get(); local [all...] |
/external/chromium_org/third_party/mesa/src/src/mesa/main/ |
texstate.c | 500 if (ctx->Shader.CurrentVertexProgram && 501 ctx->Shader.CurrentVertexProgram->LinkStatus) { 502 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; 504 /* XXX enable this if/when non-shader vertex programs get 510 if (ctx->Shader.CurrentFragmentProgram && 511 ctx->Shader.CurrentFragmentProgram->LinkStatus) { 512 fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; 518 /* FINISHME: Geometry shader texture accesses should also be considered 592 /* If we get here it means the shader is expecting a texture
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/external/mesa3d/src/mesa/main/ |
texstate.c | 500 if (ctx->Shader.CurrentVertexProgram && 501 ctx->Shader.CurrentVertexProgram->LinkStatus) { 502 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; 504 /* XXX enable this if/when non-shader vertex programs get 510 if (ctx->Shader.CurrentFragmentProgram && 511 ctx->Shader.CurrentFragmentProgram->LinkStatus) { 512 fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; 518 /* FINISHME: Geometry shader texture accesses should also be considered 592 /* If we get here it means the shader is expecting a texture
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d11/ |
Blit11.cpp | 292 d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); 296 d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); 311 d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); 315 d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); 412 const Shader &shader = i->second; local 429 shader.mVertexWriteFunction(area, size, area, size, mappedResource.pData, &stride, &drawCount, &topology); 461 deviceContext->IASetInputLayout(shader.mInputLayout); 463 deviceContext->VSSetShader(shader.mVertexShader, NULL, 0); 465 deviceContext->PSSetShader(shader.mPixelShader, NULL, 0) 533 const Shader& shader = i->second; local 901 Shader shader; local 921 Shader shader; local 940 Shader shader; local 1027 Shader &shader = i->second; local 1034 Shader &shader = i->second; local [all...] |
/frameworks/base/packages/SystemUI/src/com/android/systemui/statusbar/ |
ActivatableNotificationView.java | 34 import android.graphics.Shader; 659 * as a shader of a rect. This call creates the Bitmap and switches the drawing mode, 676 mAppearPaint.setShader(new BitmapShader(bitmap, Shader.TileMode.CLAMP, 677 Shader.TileMode.CLAMP));
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/frameworks/support/v7/appcompat/src/android/support/v7/internal/widget/ |
ProgressBarCompat.java | 26 import android.graphics.Shader; 192 Shader.TileMode.REPEAT, Shader.TileMode.CLAMP);
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/cts/tests/tests/uirendering/src/android/uirendering/cts/testclasses/ |
SweepTests.java | 27 import android.graphics.Shader; 270 Shader.TileMode.REPEAT);
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/external/chromium_org/third_party/angle/src/libGLESv2/ |
Program.cpp | 167 bool Program::attachShader(Shader *shader) 169 if (shader->getType() == GL_VERTEX_SHADER) 176 mVertexShader = (VertexShader*)shader; 179 else if (shader->getType() == GL_FRAGMENT_SHADER) 186 mFragmentShader = (FragmentShader*)shader; 194 bool Program::detachShader(Shader *shader) 196 if (shader->getType() == GL_VERTEX_SHADER) 198 if (mVertexShader != shader) [all...] |
/external/deqp/framework/randomshaders/ |
rsgProgramExecutor.cpp | 2 * drawElements Quality Program Random Shader Generator 211 void ProgramExecutor::execute (const Shader& vertexShader, const Shader& fragmentShader, const vector<VariableValue>& uniformValues) 219 // Execute vertex shader 237 // Compute values for vertex shader inputs 254 // Execute vertex shader for packet 277 // Execute fragment shader 289 // Find fragment shader output assigned to location 0. This is fragment color. 338 // Execute fragment shader
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/external/deqp/modules/egl/ |
teglSwapBuffersTests.cpp | 155 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup vertex shader"); 159 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup fragment shader"); 170 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to get vertex shader compile info"); 184 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to get fragment shader compile info"); 213 log << TestLog::Shader(QP_SHADER_TYPE_VERTEX, vertexShaderSource, vertexCompileStatus != 0, vertexInfoLog); 214 log << TestLog::Shader(QP_SHADER_TYPE_FRAGMENT, fragmentShaderSource, fragmentCompileStatus != 0, fragmentInfoLog); 332 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup shader program for rendering");
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/frameworks/base/graphics/java/android/graphics/drawable/ |
ShapeDrawable.java | 31 import android.graphics.Shader; 110 * {@link android.graphics.Shader} object will be made. 120 * {@link android.graphics.Shader}. 596 * corresponding shader, or null. Implement this class if you'd like your 597 * ShapeDrawable to use a special {@link android.graphics.Shader}, such as a 602 * Returns the Shader to be drawn when a Drawable is drawn. The 604 * adjust how the Shader is configured for drawing. This is called by 609 * @return the Shader to be drawn 611 public abstract Shader resize(int width, int height); 614 // other subclass could wack the Shader's localmatrix based on th [all...] |