/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(
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/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,
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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
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/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";
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/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,
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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
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/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;
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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
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/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;
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/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)
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/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);
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/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)
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/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);
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/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
shader2v.glsl | 10 // This is where actual shader code begins
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/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...] |