/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);
|