HomeSort by relevance Sort by last modified time
    Searched full:shader (Results 201 - 225 of 2690) sorted by null

1 2 3 4 5 6 7 891011>>

  /external/chromium_org/third_party/skia/src/gpu/gl/
GrGLProgramEffects.h 27 * state and shader uniforms.
74 * Helpers for shader builders to build up program effects objects alongside shader code
93 * This is a GrGLProgramEffects implementation that does coord transforms with the vertex shader.
128 * These functions are used by the builders to build up program effects along side the shader
188 * Helper for fragment only shader builder to build up the program effects alongside the shader
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_vs_llvm.c 42 vs_llvm_prepare(struct draw_vertex_shader *shader,
45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
49 vs_llvm_run_linear( struct draw_vertex_shader *shader,
67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local
70 li = first_elem(&shader->variants);
71 while(!at_end(&shader->variants, li)) {
77 assert(shader->variants_cached == 0);
  /external/mesa3d/src/gallium/drivers/rbug/
rbug_objects.h 61 void *shader; member in struct:rbug_shader
175 struct rbug_shader *shader; local
179 shader = rbug_shader(_state);
180 return shader->replaced_shader ? shader->replaced_shader : shader->shader;
  /external/mesa3d/src/gallium/drivers/svga/
svga_tgsi.h 84 * A single TGSI shader may be compiled into different variants of
85 * SVGA3D shaders depending on the compile key. Each user shader
90 const struct svga_shader *shader; member in struct:svga_shader_result
96 /* Compiled shader tokens:
101 /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE,
118 * fragment shader inputs in the case where vertex shader is disabled.
  /external/mesa3d/src/glsl/
standalone_scaffolding.cpp 53 struct gl_shader *shader; local
58 shader = rzalloc(NULL, struct gl_shader);
59 if (shader) {
60 shader->Type = type;
61 shader->Name = name;
62 shader->RefCount = 1;
64 return shader;
  /frameworks/opt/chips/src/com/android/ex/chips/
CircularImageView.java 11 import android.graphics.Shader;
97 // Draw bitmap through shader first.
98 BitmapShader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, local
99 Shader.TileMode.CLAMP);
105 shader.setLocalMatrix(matrix);
106 bitmapPaint.setShader(shader);
  /external/chromium_org/third_party/webrtc/modules/video_render/ios/
open_gles20.mm 35 // The fragment shader.
92 // set the vertices array in the shader
100 // set the texture coordinate array in the shader
167 GLuint shader = glCreateShader(shader_type);
168 if (shader) {
169 glShaderSource(shader, 1, &shader_source, NULL);
170 glCompileShader(shader);
173 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
176 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
179 glGetShaderInfoLog(shader, info_len, NULL, buf)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/vega/
shaders_cache.c 51 /* Essentially we construct an ubber-shader based on the state
122 struct pipe_shader_state *shader)
227 shader->tokens = ureg_finalize(ureg);
228 if(!shader->tokens)
231 p = pipe->create_fs_state(pipe, shader);
254 struct pipe_shader_state *shader)
378 return combine_shaders(shaders, idx, pipe, shader);
435 struct vg_shader *shader = (struct vg_shader *)MALLOC( local
445 shader->type = type;
446 shader->tokens = tokens
    [all...]
  /external/deqp/modules/gles2/functional/
es2fRandomShaderTests.cpp 21 * \brief Random shader tests.
72 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
73 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true));
103 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
104 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true));
132 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false));
133 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true));
160 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false));
161 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true));
197 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false))
    [all...]
  /external/deqp/modules/gles3/functional/
es3fRandomShaderTests.cpp 21 * \brief Random shader tests.
74 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
75 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true));
105 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
106 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true));
134 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false));
135 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true));
162 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false));
163 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true));
199 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false))
    [all...]
  /external/mesa3d/src/gallium/state_trackers/vega/
shaders_cache.c 51 /* Essentially we construct an ubber-shader based on the state
122 struct pipe_shader_state *shader)
227 shader->tokens = ureg_finalize(ureg);
228 if(!shader->tokens)
231 p = pipe->create_fs_state(pipe, shader);
254 struct pipe_shader_state *shader)
378 return combine_shaders(shaders, idx, pipe, shader);
435 struct vg_shader *shader = (struct vg_shader *)MALLOC( local
445 shader->type = type;
446 shader->tokens = tokens
    [all...]
  /external/chromium_org/third_party/skia/src/effects/gradients/
SkTwoPointConicalGradient_gpu.cpp 38 static void set_matrix_edge_conical(const SkTwoPointConicalGradient& shader,
42 const SkPoint& center1 = shader.getStartCenter();
43 const SkPoint& center2 = shader.getEndCenter();
64 const SkTwoPointConicalGradient& shader,
67 return SkNEW_ARGS(Edge2PtConicalEffect, (ctx, shader, matrix, tm));
92 const SkTwoPointConicalGradient& shader,
95 : INHERITED(ctx, shader, matrix, tm),
96 fCenterX1(shader.getCenterX1()),
97 fRadius0(shader.getStartRadius()),
98 fDiffRadius(shader.getDiffRadius())
    [all...]
  /external/skia/src/effects/gradients/
SkTwoPointConicalGradient_gpu.cpp 37 static void set_matrix_edge_conical(const SkTwoPointConicalGradient& shader,
41 const SkPoint& center1 = shader.getStartCenter();
42 const SkPoint& center2 = shader.getEndCenter();
63 const SkTwoPointConicalGradient& shader,
66 AutoEffectUnref effect(SkNEW_ARGS(Edge2PtConicalEffect, (ctx, shader, matrix, tm)));
92 const SkTwoPointConicalGradient& shader,
95 : INHERITED(ctx, shader, matrix, tm),
96 fCenterX1(shader.getCenterX1()),
97 fRadius0(shader.getStartRadius()),
98 fDiffRadius(shader.getDiffRadius())
    [all...]
  /external/deqp/framework/referencerenderer/
rrShaders.hpp 23 * \brief Shader interfaces.
38 * \brief Vertex shader input information
52 * \brief Shader varying information
80 * \brief Fragment shader output information
94 * \brief Vertex shader interface
117 * \brief Fragment shader interface
119 * Fragment shader executes shading for list of fragment packets. See
140 * \brief Geometry shader input primitive type
154 * \brief Geometry shader output primitive type
166 * \brief Geometry shader interfac
    [all...]
  /external/chromium_org/gpu/tools/compositor_model_bench/
shaders.cc 38 // Store shader programs in a sparse array so that they can be addressed easily.
115 return "(unknown shader)";
120 #define SHADER(Src) SHADER0(Src)
122 const char* GetShaderSource(ShaderID shader) {
123 switch (shader) {
125 return SHADER(
145 return SHADER(
156 return SHADER(
168 return SHADER(
191 return SHADER(
    [all...]
  /external/chromium_org/mojo/public/c/gles2/
gles2_call_visitor_autogen.h 14 (GLuint program, GLuint shader),
15 (program, shader))
74 VISIT_GL_CALL(CompileShader, void, (GLuint shader), (shader))
138 VISIT_GL_CALL(DeleteShader, void, (GLuint shader), (shader))
148 (GLuint program, GLuint shader),
149 (program, shader))
256 (GLuint shader, GLenum pname, GLint * params),
257 (shader, pname, params)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/rbug/
rbug_shader.c 80 rbug_shader_t shader,
90 LEN(8); /* shader */
102 WRITE(8, rbug_shader_t, shader); /* shader */
121 rbug_shader_t shader,
132 LEN(8); /* shader */
145 WRITE(8, rbug_shader_t, shader); /* shader */
165 rbug_shader_t shader,
177 LEN(8); /* shader */
    [all...]
  /external/mesa3d/src/gallium/auxiliary/rbug/
rbug_shader.c 80 rbug_shader_t shader,
90 LEN(8); /* shader */
102 WRITE(8, rbug_shader_t, shader); /* shader */
121 rbug_shader_t shader,
132 LEN(8); /* shader */
145 WRITE(8, rbug_shader_t, shader); /* shader */
165 rbug_shader_t shader,
177 LEN(8); /* shader */
    [all...]
  /sdk/emulator/opengl/tests/translator_tests/GLES_V2/
triangleV2.cpp 111 fprintf(stderr, "\t-vs <filename> - vertex shader to use\n");
112 fprintf(stderr, "\t-fs <filename> - fragment shader to use\n");
119 GLuint shader; local
121 // Create the shader object
122 shader = glCreateShader(type);
123 if(shader == 0)
125 // Load the shader source
126 glShaderSource(shader, 1, &shaderSrc, NULL);
127 // Compile the shader
128 glCompileShader(shader);
    [all...]
  /cts/tests/tests/graphics/src/android/graphics/cts/
SweepGradientTest.java 25 import android.graphics.Shader;
55 Shader shader = new SweepGradient(CENTER, CENTER, colors[0], colors[1]); local
56 mPaint.setShader(shader);
64 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local
65 mPaint.setShader(shader);
75 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local
76 mPaint.setShader(shader);
    [all...]
  /external/chromium_org/mojo/apps/js/bindings/gl/
context.cc 50 void Context::CompileShader(const gin::Arguments& args, GLuint shader) {
51 glCompileShader(shader);
53 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
55 args.ThrowTypeError(std::string("Could not compile shader: ") +
56 GetShaderInfoLog(shader));
85 std::string Context::GetShaderInfoLog(GLuint shader) {
87 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
89 glGetShaderInfoLog(shader, info_log_length, NULL, &info_log.at(0));
97 void Context::ShaderSource(GLuint shader, const std::string& source) {
99 glShaderSource(shader, 1, &source_chars, NULL)
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/draw/
draw_vs_ppc.c 80 * Simplified vertex shader interface for the pt paths. Given the
93 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local
124 /* run compiled shader
126 shader->func(inputs_soa, outputs_soa, temps_soa,
127 (float (*)[4]) shader->base.immediates,
159 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local
161 ppc_release_func( &shader->ppc_program );
163 align_free( (void *) shader->base.immediates );
165 FREE( (void*) shader->base.state.tokens );
166 FREE( shader );
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/radeonsi/
radeonsi_shader.c 76 struct si_pipe_shader *shader; member in struct:si_shader_context
77 unsigned type; /* TGSI_PROCESSOR_* specifies the type of shader. */
349 fprintf(stderr, "Warning: Unsupported shader type,\n");
379 /* Initialize arguments for the shader export intrinsic */
403 /* Pixel shader needs to pack output values before export */
461 struct si_shader * shader = &si_shader_ctx->shader->shader; local
484 i = shader->ninput++;
485 shader->input[i].name = d->Semantic.Name
    [all...]
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/softpipe/
sp_fs_exec.c 29 * Execute fragment shader using the TGSI interpreter.
68 * Bind tokens/shader to the interpreter's machine state.
81 * This should really be part of the compiled shader.
196 struct sp_exec_fragment_shader *shader; local
198 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
199 if (!shader)
202 shader->base.prepare = exec_prepare;
203 shader->base.run = exec_run;
204 shader->base.delete = exec_delete;
206 return &shader->base
    [all...]
  /external/chromium_org/third_party/skia/src/gpu/gl/builders/
GrGLShaderBuilder.h 42 * lookups in any kind of shader. However, for the time being using these calls on non-fragment
43 * shaders will result in a shader compilation error as texture sampler uniforms are only
44 * visible to the fragment shader. It would not be hard to change this behavior, if someone
45 * actually wants to do texture lookups in a non-fragment shader
47 * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be
58 /** Version of above that appends the result to the fragment shader code instead.*/
74 the generated shader code. This potentially allows greater reuse of cached shaders. */
101 /** Emits a helper function outside of main() in the fragment shader. */
141 * A general function which enables an extension in a shader if the feature bit is not present
160 * Full Shader builder is the base class for shaders which are only accessible through full progra
    [all...]

Completed in 3300 milliseconds

1 2 3 4 5 6 7 891011>>