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  /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)
gen7_wm_state.c 172 if (intel->ctx.Shader.CurrentFragmentProgram == NULL)
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,
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_gs.c 195 ctx->Shader.CurrentVertexProgram;
brw_vs_surface_state.c 119 struct gl_shader_program *prog = ctx->Shader.CurrentVertexProgram;
gen6_vs_state.c 136 /* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section
173 if (intel->ctx.Shader.CurrentVertexProgram == NULL)
gen7_wm_state.c 172 if (intel->ctx.Shader.CurrentFragmentProgram == NULL)
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,
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
FragmentShader.java 32 public class FragmentShader extends Shader {
  /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.
  /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);
  /cts/tests/tests/animation/src/android/animation/cts/
AnimationActivity.java 32 import android.graphics.Shader;
258 50f, color, darkColor, Shader.TileMode.CLAMP);
  /cts/tests/tests/graphics/src/android/graphics/drawable/cts/
ShapeDrawableTest.java 28 import android.graphics.Shader;
199 public Shader resize(int width, int height) {
BitmapDrawableTest.java 33 import android.graphics.Shader;
36 import android.graphics.Shader.TileMode;
166 Shader oldShader = bitmapDrawable.getPaint().getShader();
  /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
  /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
  /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
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  /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));
  /frameworks/support/v7/appcompat/src/android/support/v7/internal/widget/
ProgressBarCompat.java 26 import android.graphics.Shader;
192 Shader.TileMode.REPEAT, Shader.TileMode.CLAMP);
  /cts/tests/tests/uirendering/src/android/uirendering/cts/testclasses/
SweepTests.java 27 import android.graphics.Shader;
270 Shader.TileMode.REPEAT);
  /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
  /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");
  /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
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1 2 3 4 5 67 8 91011