/external/mesa3d/src/gallium/auxiliary/vl/ |
vl_matrix_filter.c | 51 struct ureg_program *shader; local 55 shader = ureg_create(TGSI_PROCESSOR_VERTEX); 56 if (!shader) 59 i_vpos = ureg_DECL_vs_input(shader, 0); 60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); 61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); 63 ureg_MOV(shader, o_vpos, i_vpos); 64 ureg_MOV(shader, o_vtex, i_vpos); 66 ureg_END(shader); 68 return ureg_create_shader_and_destroy(shader, filter->pipe) 81 struct ureg_program *shader; local [all...] |
/development/ndk/platforms/android-5/samples/hello-gl2/jni/ |
gl_code.cpp | 58 GLuint shader = glCreateShader(shaderType); local 59 if (shader) { 60 glShaderSource(shader, 1, &pSource, NULL); 61 glCompileShader(shader); 63 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 66 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 70 glGetShaderInfoLog(shader, infoLen, NULL, buf); 71 LOGE("Could not compile shader %d:\n%s\n", 75 glDeleteShader(shader); 76 shader = 0 [all...] |
/development/perftests/panorama/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/external/chromium_org/content/test/data/gpu/ |
pixel_webgl.html | 18 <script id="shader-vs" type="x-shader/x-vertex"> 26 <script id="shader-fs" type="x-shader/x-fragment"> 77 var shader = gl.createShader(type); 78 gl.shaderSource(shader, source); 79 gl.compileShader(shader); 80 if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) 82 return shader; 116 var program = setupProgram(gl, "shader-vs", "shader-fs") [all...] |
/external/chromium_org/third_party/angle/extensions/ |
ANGLE_translated_shader_source.txt | 43 ES). For debugging purposes, it is useful to be able to examine the shader 46 This extension addes a new function to query the translated shader source, 48 translated shader source length. 60 void GetTranslatedShaderSourceANGLE(uint shader, sizei bufsize, 72 Append in the end of the fourth paragraph of section 6.1.8 (Shader and 78 failed for <shader>, zero is returned." 80 Append after the last paragraph of section 6.1.8 (Shader and Program 85 void GetTranslatedShaderSourceANGLE( uint shader, sizei bufSize, 89 the shader object <shader>. The string <source> will be null terminated [all...] |
/external/robolectric/src/main/java/com/xtremelabs/robolectric/shadows/ |
ShadowPaint.java | 5 import android.graphics.Shader; 27 private Shader shader; field in class:ShadowPaint 47 public Shader setShader(Shader shader) { 48 this.shader = shader; 49 return shader; 64 public Shader getShader() [all...] |
/frameworks/native/opengl/tests/gl2_jni/jni/ |
gl_code.cpp | 38 GLuint shader = glCreateShader(shaderType); local 39 if (shader) { 40 glShaderSource(shader, 1, &pSource, NULL); 41 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 50 glGetShaderInfoLog(shader, infoLen, NULL, buf); 51 ALOGE("Could not compile shader %d:\n%s\n", 55 glDeleteShader(shader); 56 shader = 0 [all...] |
/frameworks/native/opengl/tests/gldual/jni/ |
gl_code.cpp | 38 GLuint shader = glCreateShader(shaderType); local 39 if (shader) { 40 glShaderSource(shader, 1, &pSource, NULL); 41 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 50 glGetShaderInfoLog(shader, infoLen, NULL, buf); 51 ALOGE("Could not compile shader %d:\n%s\n", 55 glDeleteShader(shader); 56 shader = 0 [all...] |
/frameworks/native/services/surfaceflinger/RenderEngine/ |
Program.cpp | 98 GLuint shader = glCreateShader(type); local 99 glShaderSource(shader, 1, &source, 0); 100 glCompileShader(shader); 102 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 107 glGetShaderInfoLog(shader, sizeof(log), 0, log); 108 ALOGE("Error while compiling shader: \n%s\n%s", source, log); 109 glDeleteShader(shader); 112 return shader; 116 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; local 118 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l) [all...] |
/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderApiTests.cpp | 21 * \brief Shader API tests. 107 void setShaderSources (glu::Shader& shader, const ShaderSources& sources) 115 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]); 117 shader.setSources((int)cStrings.size(), &cStrings[0], 0); 148 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info) 163 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); 164 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen); 165 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 173 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0]) 310 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles3::Functional::__anon3750::glu [all...] |
/external/chromium_org/skia/ext/ |
paint_simplifier.cc | 13 SkShader* shader = paint.getShader(); local 14 if (!shader) 17 if (shader->asAGradient(NULL) == SkShader::kNone_GradientType) 20 return shader->asABitmap(NULL, NULL, NULL) != SkShader::kNone_BitmapType;
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/external/chromium_org/third_party/angle/src/third_party/compiler/ |
README.angle | 9 Implements clamping of array indexing expressions during shader translation.
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2v.glsl | 5 // This is where actual shader code begins
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shadercubev.glsl | 3 // This is where actual shader code begins
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2v.glsl | 5 // This is where actual shader code begins
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/external/chromium_org/gpu/command_buffer/service/ |
program_cache.h | 20 class Shader; 54 Shader* shader_a, 56 Shader* shader_b, 65 const Shader* shader_a, 67 const Shader* shader_b, 85 // called by implementing class after a shader was successfully cached 89 void ComputeShaderHash(const std::string& shader,
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/external/chromium_org/third_party/angle/src/libGLESv2/ |
Program.h | 33 class Shader; 74 bool attachShader(Shader *shader); 75 bool detachShader(Shader *shader); 126 Shader *mFragmentShader; 127 Shader *mVertexShader;
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Shader.h | 7 // Shader.h: Defines the abstract gl::Shader class and its concrete derived 8 // classes VertexShader and FragmentShader. Implements GL shader objects and 55 class Shader 58 Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle); 60 virtual ~Shader(); 99 DISALLOW_COPY_AND_ASSIGN(Shader); 107 unsigned int mRefCount; // Number of program objects this shader is attached to 108 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use 109 bool mCompiled; // Indicates if this shader has been successfully compile [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/r300/ |
r300_fs.h | 38 /* Whether the shader was replaced by a dummy one due to a shader 66 /* Currently-bound fragment shader. */ 67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader 77 /* Return TRUE if the shader was switched and should be re-emitted. */ 84 return (fs->shader->code.writes_depth) ? TRUE : FALSE; 91 return (fs->shader->write_all) ? TRUE : FALSE;
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/external/mesa3d/src/gallium/drivers/r300/ |
r300_fs.h | 38 /* Whether the shader was replaced by a dummy one due to a shader 66 /* Currently-bound fragment shader. */ 67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader 77 /* Return TRUE if the shader was switched and should be re-emitted. */ 84 return (fs->shader->code.writes_depth) ? TRUE : FALSE; 91 return (fs->shader->write_all) ? TRUE : FALSE;
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/external/chromium_org/third_party/angle/tests/angle_tests/ |
ANGLETest.cpp | 78 GLuint shader = glCreateShader(type); local 81 glShaderSource(shader, 1, sourceArray, NULL); 82 glCompileShader(shader); 85 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); 90 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); 93 glGetShaderInfoLog(shader, infoLog.size(), NULL, infoLog.data()); 95 std::cerr << "shader compilation failed: " << infoLog.data(); 97 glDeleteShader(shader); 98 shader = 0; 101 return shader; [all...] |
/external/deqp/modules/gles31/functional/ |
es31fProgramInterfaceDefinition.hpp | 63 class Shader 74 Shader (glu::ShaderType type, glu::GLSLVersion version); 75 ~Shader (void); 77 Shader (const Shader&); 78 Shader& operator= (const Shader&); 93 Shader* addShader (glu::ShaderType type, glu::GLSLVersion version); 98 const std::vector<Shader*>& getShaders (void) const; 114 std::vector<Shader*> m_shaders [all...] |
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
GradientStopsActivity.java | 25 import android.graphics.Shader; 48 colors, positions, Shader.TileMode.CLAMP); 58 colors, positions, Shader.TileMode.CLAMP); 68 colors, positions, Shader.TileMode.CLAMP); 77 colors, null, Shader.TileMode.CLAMP); 85 colors, null, Shader.TileMode.REPEAT); 93 colors, null, Shader.TileMode.MIRROR); 101 colors, null, Shader.TileMode.CLAMP); 109 colors, null, Shader.TileMode.CLAMP); 117 colors, null, Shader.TileMode.CLAMP) [all...] |