/cts/tests/tests/opengl/libopengltest/ |
attach_shader_eight.cpp | 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 29 glAttachShader(program, fragmentShader); 33 glDeleteShader(fragmentShader);
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attach_shader_nine.cpp | 26 GLuint fragmentShader = 0; 28 glAttachShader(program, fragmentShader); 32 glDeleteShader(fragmentShader);
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attach_shader_ten.cpp | 27 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, attach_shader_successful_complile_shader); 29 glAttachShader(program, fragmentShader); 42 glDeleteShader(fragmentShader);
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attach_shader_six.cpp | 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 30 glAttachShader(program, fragmentShader);
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color_one.cpp | 40 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, color_one_fragment_shader_one); 47 glAttachShader(gProgram, fragmentShader);
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/external/deqp/framework/randomshaders/ |
rsgProgramGenerator.hpp | 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
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rsgTest.cpp | 51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT); 54 generator.generate(programParams, vertexShader, fragmentShader); 57 std::cout << "Fragment shader:\n--\n" << fragmentShader.getSource() << "--\n"; 63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms); 70 executor.execute(vertexShader, fragmentShader, uniformValues);
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rsgProgramGenerator.cpp | 44 Shader& fragmentShader) 55 shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs); 63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator 71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
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rsgProgramExecutor.hpp | 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererElevenShaderTest.java | 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 37 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererTenShaderTest.java | 33 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 36 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererTwelveShaderTest.java | 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 38 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererOneShaderTest.java | 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 67 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererThreeShaderTest.java | 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 70 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererTwoShaderTest.java | 44 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/ |
DynamicHLSL.h | 61 int packVaryings(gl::InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader, 69 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader, 76 std::string generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const; 93 void defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, gl::VariableLocation> *programOutputVars) const; 94 std::string generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
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DynamicHLSL.cpp | 228 int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader, 235 fragmentShader->resetVaryingsRegisterAssignment(); 239 std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings(); 667 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader, 679 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; 680 bool usesFragColor = fragmentShader->mUsesFragColor; 681 bool usesFragData = fragmentShader->mUsesFragData; 682 bool usesFragCoord = fragmentShader->mUsesFragCoord; 683 bool usesPointCoord = fragmentShader->mUsesPointCoord; 703 const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3) [all...] |
/external/chromium_org/third_party/angle/tests/angle_tests/ |
GLSLTest.cpp | 105 void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, std::string* fragmentShader, std::string* vertexShader) 194 fragmentShader->clear(); 195 fragmentShader->append("precision highp float;\n"); 196 fragmentShader->append(varyingDeclaration); 197 fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n"); 202 fragmentShader->append("\tretColor += vec4("); 206 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying)); 212 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying)); 216 fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n"); 219 fragmentShader->append("\tretColor += vec4(") [all...] |
/external/deqp/modules/glshared/ |
glsRandomShaderProgram.cpp | 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 73 << sglr::pdec::FragmentSource(fragmentShader.getSource()); 81 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter) 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 99 generateProgramDeclaration(decl, vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms); 131 RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 132 : sglr::ShaderProgram (generateProgramDeclaration(vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms)) 134 , m_fragmentShader (fragmentShader) 138 , m_fragColorVar (findShaderOutputByLocation(fragmentShader, 0) [all...] |
glsRandomShaderProgram.hpp | 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
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/external/chromium_org/third_party/libjingle/source/talk/app/webrtc/objc/ |
RTCOpenGLVideoRenderer.mm | 119 GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) { 120 if (vertexShader == 0 || fragmentShader == 0) { 128 glAttachShader(program, fragmentShader); 281 GLuint fragmentShader = 283 NSAssert(fragmentShader, @"failed to create fragment shader"); 284 _program = CreateProgram(vertexShader, fragmentShader); 289 if (fragmentShader) { 290 glDeleteShader(fragmentShader);
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/external/deqp/modules/egl/ |
teglSwapBuffersTests.cpp | 136 deUint32 fragmentShader = 0; 149 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER); 157 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, DE_NULL); 158 gl.compileShader(fragmentShader); 178 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentCompileStatus); 179 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength); 183 gl.getShaderInfoLog(fragmentShader, (glw::GLsizei)fragmentInfoLog.length(), &infoLogLength, &(fragmentInfoLog[0])); 190 gl.attachShader(program, fragmentShader); 220 gl.deleteShader(fragmentShader); 233 if (fragmentShader) [all...] |
/development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/ |
Triangle.java | 88 int fragmentShader = MyGLRenderer.loadShader( 93 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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Square.java | 96 int fragmentShader = MyGLRenderer.loadShader( 102 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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/external/deqp/framework/referencerenderer/ |
rrRenderer.hpp | 62 Program (const VertexShader* vertexShader_, const FragmentShader* fragmentShader_, const GeometryShader* geometryShader_ = DE_NULL) 64 , fragmentShader (fragmentShader_) 70 const FragmentShader* fragmentShader;
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