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  /cts/tests/tests/opengl/libopengltest/
attach_shader_three.cpp 34 GLuint vertexShader = loadShader(GL_VERTEX_SHADER, gVertexShader);
36 glAttachShader(program, vertexShader);
37 glAttachShader(program, vertexShader);
42 glDeleteShader(vertexShader);
attach_shader_one.cpp 41 GLuint vertexShader = loadShader(GL_VERTEX_SHADER, gVertexShader);
45 glAttachShader(program, vertexShader);
59 glDeleteShader(vertexShader);
attach_shader_eleven.cpp 28 GLuint vertexShader = loadShader(GL_VERTEX_SHADER, attach_shader_successful_complile_vertex);
30 glAttachShader(program, vertexShader);
attach_shader_six.cpp 27 GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
31 glAttachShader(program, vertexShader);
attach_shader_two.cpp 28 GLuint vertexShader = -99;
31 glAttachShader(program, vertexShader);
  /external/deqp/framework/randomshaders/
rsgProgramGenerator.hpp 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
rsgTest.cpp 50 rsg::Shader vertexShader(rsg::Shader::TYPE_VERTEX);
54 generator.generate(programParams, vertexShader, fragmentShader);
56 std::cout << "Vertex shader:\n--\n" << vertexShader.getSource() << "--\n";
63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms);
70 executor.execute(vertexShader, fragmentShader, uniformValues);
rsgProgramGenerator.cpp 43 Shader& vertexShader,
65 shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs);
70 const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms();
rsgProgramExecutor.hpp 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
  /external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/
DynamicHLSL.h 62 rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
69 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
76 std::string generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
91 void storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader, std::vector<gl::LinkedVarying> *linkedVaryings) const;
94 std::string generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
  /developers/build/prebuilts/gradle/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 40 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
41 if (vertexShader == 0) {
51 GLES20.glAttachShader(program, vertexShader);
  /developers/samples/android/media/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 40 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
41 if (vertexShader == 0) {
51 GLES20.glAttachShader(program, vertexShader);
  /development/samples/HelloEffects/src/com/example/android/mediafx/
GLToolbox.java 43 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
44 if (vertexShader == 0) {
54 GLES20.glAttachShader(program, vertexShader);
  /development/samples/browseable/MediaEffects/src/com.example.android.mediaeffects/
GLToolbox.java 40 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
41 if (vertexShader == 0) {
51 GLES20.glAttachShader(program, vertexShader);
  /external/chromium_org/third_party/angle/tests/angle_tests/
UniformTest.cpp 20 const std::string &vertexShader = "void main() { gl_Position = vec4(1); }";
27 mProgram = CompileProgram(vertexShader, fragShader);
  /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) {
127 glAttachShader(program, vertexShader);
279 GLuint vertexShader = CreateShader(GL_VERTEX_SHADER, kVertexShaderSource);
280 NSAssert(vertexShader, @"failed to create vertex shader");
284 _program = CreateProgram(vertexShader, fragmentShader);
286 if (vertexShader) {
287 glDeleteShader(vertexShader);
  /external/deqp/modules/glshared/
glsRandomShaderProgram.hpp 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
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)
72 decl << sglr::pdec::VertexSource(vertexShader.getSource())
75 for (vector<rsg::ShaderInput*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxInIter != vertexShader.getInputs().end(); ++vtxInIter)
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))
133 , m_vertexShader (vertexShader)
137 , m_positionVar (findShaderOutputByName(vertexShader, "gl_Position")
    [all...]
  /external/deqp/modules/egl/
teglSwapBuffersTests.cpp 135 deUint32 vertexShader = 0;
148 vertexShader = gl.createShader(GL_VERTEX_SHADER);
153 gl.shaderSource(vertexShader, 1, &vertexShaderSource, DE_NULL);
154 gl.compileShader(vertexShader);
164 gl.getShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexCompileStatus);
165 gl.getShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &infoLogLength);
169 gl.getShaderInfoLog(vertexShader, (glw::GLsizei)vertexInfoLog.length(), &infoLogLength, &(vertexInfoLog[0]));
189 gl.attachShader(program, vertexShader);
219 gl.deleteShader(vertexShader);
230 if (vertexShader)
    [all...]
  /development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/
Triangle.java 86 int vertexShader = MyGLRenderer.loadShader(
92 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
  /external/deqp/framework/referencerenderer/
rrRenderer.hpp 62 Program (const VertexShader* vertexShader_, const FragmentShader* fragmentShader_, const GeometryShader* geometryShader_ = DE_NULL)
63 : vertexShader (vertexShader_)
69 const VertexShader* vertexShader;
  /development/ndk/platforms/android-5/samples/hello-gl2/jni/
gl_code.cpp 84 GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
85 if (!vertexShader) {
96 glAttachShader(program, vertexShader);
  /development/perftests/panorama/feature_mos/src/mosaic_renderer/
Renderer.cpp 66 GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
67 if (!vertexShader)
81 glAttachShader(program, vertexShader);
  /frameworks/native/opengl/tests/gl2_java/src/com/android/gl2java/
GL2JavaView.java 113 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
114 if (vertexShader == 0) {
125 GLES20.glAttachShader(program, vertexShader);
  /frameworks/native/opengl/tests/gl2_jni/jni/
gl_code.cpp 64 GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
65 if (!vertexShader) {
76 glAttachShader(program, vertexShader);

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