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  /external/chromium_org/gpu/command_buffer/tests/
gl_program_unittest.cc 13 #define SHADER(Src) #Src
31 static const char* v_shader_str = SHADER(
56 static const char* f_shader_str = SHADER(
91 static const char* v_shader_str = SHADER(
98 static const char* f_red_shader_str = SHADER(
104 static const char* f_blue_shader_str = SHADER(
129 static const char* v_shader_str = SHADER(
136 static const char* f_shader_str = SHADER(
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_vs.h 53 unsigned vs_output:8; /* which vertex shader output is this? */
87 void (PIPE_CDECL *run_linear)( struct draw_vs_variant *shader,
92 void (PIPE_CDECL *run_elts)( struct draw_vs_variant *shader,
116 /* Extracted from shader:
125 struct draw_vs_variant *(*create_variant)( struct draw_vertex_shader *shader,
129 void (*prepare)( struct draw_vertex_shader *shader,
132 /* Run the shader - this interface will get cleaned up in the
135 void (*run_linear)( struct draw_vertex_shader *shader,
draw_vs_exec.c 61 vs_exec_prepare( struct draw_vertex_shader *shader,
64 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
69 if (evs->machine->Tokens != shader->state.tokens) {
71 shader->state.tokens,
80 /* Simplified vertex shader interface for the pt paths. Given the
85 vs_exec_run_linear( struct draw_vertex_shader *shader,
94 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
98 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
103 if (shader->info.uses_instanceid) {
107 machine->SystemValue[i].i[j] = shader->draw->instance_id
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/r600/
evergreen_compute.c 123 struct r600_pipe_compute *shader = CALLOC_STRUCT(r600_pipe_compute); local
136 shader->ctx = (struct r600_context*)ctx;
137 shader->resources = (struct evergreen_compute_resource*)
140 shader->local_size = cso->req_local_mem; ///TODO: assert it
141 shader->private_size = cso->req_private_mem;
142 shader->input_size = cso->req_input_mem;
145 shader->mod = llvm_parse_bitcode(code, header->num_bytes);
147 r600_compute_shader_create(ctx_, shader->mod, &shader->bc);
149 shader->shader_code_bo = r600_compute_buffer_alloc_vram(ctx->screen
162 struct r600_pipe_compute *shader = (struct r600_pipe_compute *)state; local
195 struct r600_pipe_compute *shader = ctx->cs_shader_state.shader; local
430 struct r600_pipe_compute *shader = state->shader; local
    [all...]
  /external/deqp/doc/testspecs/GLES31/
functional.ssbo.txt 19 Shader Storage Buffer Object / Buffer Block Tests
48 + Access from other shader shader stages (currently compute only)
53 SSBO layout and access tests generate compute shader code based on interface
54 declaration. Shader is compiled and layout is queried. Validity checks are
58 Single compute shader invocation is issued. Shader reads and/or writes to
60 shader text. Writes are validated by reading back the SSBO and comparing
  /external/deqp/framework/randomshaders/
rsgTest.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Random Shader Generator Tester.
50 rsg::Shader vertexShader(rsg::Shader::TYPE_VERTEX);
51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT);
56 std::cout << "Vertex shader:\n--\n" << vertexShader.getSource() << "--\n";
57 std::cout << "Fragment shader:\n--\n" << fragmentShader.getSource() << "--\n";
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_vs.h 53 unsigned vs_output:8; /* which vertex shader output is this? */
87 void (PIPE_CDECL *run_linear)( struct draw_vs_variant *shader,
92 void (PIPE_CDECL *run_elts)( struct draw_vs_variant *shader,
116 /* Extracted from shader:
125 struct draw_vs_variant *(*create_variant)( struct draw_vertex_shader *shader,
129 void (*prepare)( struct draw_vertex_shader *shader,
132 /* Run the shader - this interface will get cleaned up in the
135 void (*run_linear)( struct draw_vertex_shader *shader,
draw_vs_exec.c 61 vs_exec_prepare( struct draw_vertex_shader *shader,
64 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
69 if (evs->machine->Tokens != shader->state.tokens) {
71 shader->state.tokens,
80 /* Simplified vertex shader interface for the pt paths. Given the
85 vs_exec_run_linear( struct draw_vertex_shader *shader,
94 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
98 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
103 if (shader->info.uses_instanceid) {
107 machine->SystemValue[i].i[j] = shader->draw->instance_id
    [all...]
  /external/mesa3d/src/gallium/drivers/r600/
evergreen_compute.c 123 struct r600_pipe_compute *shader = CALLOC_STRUCT(r600_pipe_compute); local
136 shader->ctx = (struct r600_context*)ctx;
137 shader->resources = (struct evergreen_compute_resource*)
140 shader->local_size = cso->req_local_mem; ///TODO: assert it
141 shader->private_size = cso->req_private_mem;
142 shader->input_size = cso->req_input_mem;
145 shader->mod = llvm_parse_bitcode(code, header->num_bytes);
147 r600_compute_shader_create(ctx_, shader->mod, &shader->bc);
149 shader->shader_code_bo = r600_compute_buffer_alloc_vram(ctx->screen
162 struct r600_pipe_compute *shader = (struct r600_pipe_compute *)state; local
195 struct r600_pipe_compute *shader = ctx->cs_shader_state.shader; local
430 struct r600_pipe_compute *shader = state->shader; local
    [all...]
  /external/skia/src/gpu/effects/
GrVertexEffect.h 14 * If an effect needs specialized vertex shader code, then it must inherit from this class.
15 * Otherwise it won't be able to add vertex attribs, and it might be given a vertexless shader
  /external/chromium_org/third_party/mesa/src/src/mesa/main/
shaderobj.c 45 /*** Shader object functions ***/
51 * If ptr is pointing to another shader, decrement its refcount (and delete
65 /* Unreference the old shader */
71 /*printf("SHADER DECR %p (%d) to %d\n",
88 /*printf("SHADER INCR %p (%d) to %d\n",
95 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
97 shader->RefCount = 1;
107 struct gl_shader *shader; local
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
    [all...]
  /external/mesa3d/src/mesa/main/
shaderobj.c 45 /*** Shader object functions ***/
51 * If ptr is pointing to another shader, decrement its refcount (and delete
65 /* Unreference the old shader */
71 /*printf("SHADER DECR %p (%d) to %d\n",
88 /*printf("SHADER INCR %p (%d) to %d\n",
95 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
97 shader->RefCount = 1;
107 struct gl_shader *shader; local
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
    [all...]
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererBase.java 52 int shader = GLES20.glCreateShader(type); local
53 GLES20.glShaderSource(shader, shaderCode);
54 GLES20.glCompileShader(shader);
55 return shader;
RendererOneColorBufferTest.java 100 int shader; local
103 // Create the shader object
104 shader = GLES20.glCreateShader(type);
106 if (shader == 0)
109 // Load the shader source
110 GLES20.glShaderSource(shader, shaderSrc);
112 // Compile the shader
113 GLES20.glCompileShader(shader);
116 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
119 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
    [all...]
  /development/ndk/sources/android/ndk_helper/
Android.mk 6 LOCAL_SRC_FILES:= JNIHelper.cpp interpolator.cpp tapCamera.cpp gestureDetector.cpp perfMonitor.cpp vecmath.cpp GLContext.cpp shader.cpp gl3stub.c
  /external/chromium_org/third_party/angle/src/libGLESv2/
ResourceManager.h 29 class Shader;
54 void deleteShader(GLuint shader);
62 Shader *getShader(GLuint handle);
88 typedef std::unordered_map<GLuint, Shader*> ShaderMap;
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/svga/
svga_pipe_constants.c 48 uint shader, uint index,
61 assert(shader < PIPE_SHADER_TYPES);
64 pipe_resource_reference( &svga->curr.cb[shader],
67 if (shader == PIPE_SHADER_FRAGMENT)
  /external/chromium_org/third_party/skia/src/pdf/
SkPDFShader.h 30 /** Get the PDF shader for the passed SkShader. If the SkShader is
36 * @param shader The SkShader to emulate.
42 static SkPDFObject* GetPDFShader(const SkShader& shader,
65 static void RemoveShader(SkPDFObject* shader);
  /external/deqp/executor/tools/
xeExtractShaderPrograms.cpp 21 * \brief Extract shader programs from log.
53 static const char* getShaderTypeSuffix (const xe::ri::Shader::ShaderType shaderType)
57 case xe::ri::Shader::SHADERTYPE_VERTEX: return "vert";
58 case xe::ri::Shader::SHADERTYPE_FRAGMENT: return "frag";
59 case xe::ri::Shader::SHADERTYPE_GEOMETRY: return "geom";
60 case xe::ri::Shader::SHADERTYPE_TESS_CONTROL: return "tesc";
61 case xe::ri::Shader::SHADERTYPE_TESS_EVALUATION: return "tese";
62 case xe::ri::Shader::SHADERTYPE_COMPUTE: return "comp";
64 throw xe::Error("Invalid shader type");
74 const xe::ri::Shader& shader = dynamic_cast<const xe::ri::Shader&>(shaderProgram.shaders.getItem(shaderNdx)) local
    [all...]
  /external/mesa3d/src/gallium/drivers/svga/
svga_pipe_constants.c 48 uint shader, uint index,
61 assert(shader < PIPE_SHADER_TYPES);
64 pipe_resource_reference( &svga->curr.cb[shader],
67 if (shader == PIPE_SHADER_FRAGMENT)
  /external/skia/src/pdf/
SkPDFShader.h 30 /** Get the PDF shader for the passed SkShader. If the SkShader is
36 * @param shader The SkShader to emulate.
42 static SkPDFObject* GetPDFShader(const SkShader& shader,
65 static void RemoveShader(SkPDFObject* shader);
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 10 // This is where actual shader code begins
  /frameworks/native/libs/gui/tests/
GLTest.cpp 254 GLuint shader = glCreateShader(shaderType); local
256 if (shader) {
257 glShaderSource(shader, 1, &pSource, NULL);
259 glCompileShader(shader);
262 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
266 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
271 glGetShaderInfoLog(shader, infoLen, NULL, buf);
272 printf("Shader compile log:\n%s\n", buf);
279 glGetShaderInfoLog(shader, 0x1000, NULL, buf);
280 printf("Shader compile log:\n%s\n", buf)
    [all...]
  /cts/suite/cts/deviceTests/opengl/jni/graphics/
GLUtils.cpp 130 // Loads the given source code as a shader of the given type.
132 GLuint shader = glCreateShader(shaderType); local
133 if (shader) {
134 glShaderSource(shader, 1, source, NULL);
135 glCompileShader(shader);
137 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
140 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
143 glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
144 ALOGE("Error compiling shader:\n%s\n", infoLog);
147 glDeleteShader(shader);
    [all...]
  /development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/
MyGLRenderer.java 108 * Utility method for compiling a OpenGL shader.
111 * method to debug shader coding errors.</p>
113 * @param type - Vertex or fragment shader type.
114 * @param shaderCode - String containing the shader code.
115 * @return - Returns an id for the shader.
119 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
120 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
121 int shader = GLES20.glCreateShader(type); local
123 // add the source code to the shader and compile it
124 GLES20.glShaderSource(shader, shaderCode)
    [all...]

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