/cts/tests/tests/opengl/libopengltest/ |
common.cpp | 24 GLuint shader = glCreateShader(shaderType); local 25 glShaderSource(shader, 1, &pSource, NULL); 26 glCompileShader(shader); 27 return shader;
|
/development/ndk/sources/android/ndk_helper/ |
shader.h | 36 namespace shader namespace in namespace:ndk_helper 40 * Shader compiler helper 41 * namespace: ndkHelper::shader 49 * out: shader, shader variable 50 * in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER) 52 * return: true if a shader compilation succeeded, false if it failed 55 bool CompileShader( GLuint *shader, const GLenum type, std::vector<uint8_t>& data ); 61 * out: shader, shader variabl [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
Attribute.java | 33 package com.jme3.shader; 36 * An attribute is a shader variable mapping to a VertexBuffer data
|
ShaderUtils.java | 33 package com.jme3.shader;
|
ShaderVariable.java | 33 package com.jme3.shader; 41 // if -1, not defined in shader 46 * Name of the uniform as was declared in the shader. 53 * True if the shader value was changed.
|
/external/skia/tests/ |
PictureShaderTest.cpp | 13 // Test that attempting to create a picture shader with a NULL picture or 16 SkShader* shader = SkShader::CreatePictureShader(NULL, local 18 REPORTER_ASSERT(reporter, NULL == shader); 23 shader = SkShader::CreatePictureShader(picture.get(), 25 REPORTER_ASSERT(reporter, NULL == shader);
|
PipeTest.cpp | 35 SkShader* shader = SkShader::CreateBitmapShader(bm, SkShader::kClamp_TileMode, local 38 paint.setShader(shader)->unref();
|
ShaderOpacityTest.cpp | 20 SkShader* shader = SkShader::CreateBitmapShader(bmp, local 22 REPORTER_ASSERT(reporter, shader); 23 REPORTER_ASSERT(reporter, !shader->isOpaque()); 24 shader->unref(); 30 shader = SkShader::CreateBitmapShader(bmp, 32 REPORTER_ASSERT(reporter, shader); 33 REPORTER_ASSERT(reporter, !shader->isOpaque()); 34 shader->unref(); 38 shader = SkShader::CreateBitmapShader(bmp, 40 REPORTER_ASSERT(reporter, shader); [all...] |
/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;
|
link_uniform_initializers.cpp | 161 struct gl_shader *shader = prog->_LinkedShaders[i]; local 163 if (shader == NULL) 166 foreach_list(node, shader->ir) {
|
/cts/tests/tests/graphics/src/android/graphics/cts/ |
ShaderTest.java | 22 import android.graphics.Shader; 27 new Shader(); 36 Shader shader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); local 39 shader.setLocalMatrix(m); 40 assertFalse(shader.getLocalMatrix(m)); 42 shader.setLocalMatrix(null); 43 assertFalse(shader.getLocalMatrix(m)) [all...] |
/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/mesa/drivers/dri/i965/ |
brw_wm_state.c | 157 * Override for NULL depthbuffer case, required by the Pixel Shader Computed 169 * If using the fragment shader backend, the program is always 172 if (ctx->Shader._CurrentFragmentProgram) { 173 struct brw_shader *shader = (struct brw_shader *) local 174 ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]; 176 if (shader != NULL && shader->ir != NULL) {
|
/external/skia/bench/ |
PerlinNoiseBench.cpp | 44 SkShader* shader = (type == SkPerlinNoiseShader::kFractalNoise_Type) ? local 50 paint.setShader(shader)->unref();
|
ColorCubeBench.cpp | 66 SkShader* shader = MakeLinear(fSize); local 67 paint.setShader(shader); 70 shader->unref();
|
/external/skia/gm/ |
tiledscaledbitmap.cpp | 20 * This GM reproduces Skia bug 2904, in which a tiled bitmap shader was failing to draw correctly 67 SkShader *shader = SkShader::CreateBitmapShader(fBitmap, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode, &mat); variable 68 paint.setShader(shader); 70 SkSafeUnref(shader); variable
|
cgm.c | 41 sk_shader_t* shader = make_shader(); local 42 sk_paint_set_shader(paint, shader); 43 sk_shader_unref(shader);
|
composeshader.cpp | 101 SkShader* shader = shaders[y]; variable 109 paint.setShader(shader);
|
/external/mesa3d/src/gallium/drivers/svga/ |
svga_context.c | 57 unsigned shader; local 76 for(shader = 0; shader < PIPE_SHADER_TYPES; ++shader) 77 pipe_resource_reference( &svga->curr.cb[shader], NULL );
|
/external/mesa3d/src/glsl/glcpp/ |
glcpp.c | 103 const char *shader; local 110 shader = load_text_file (ctx, filename); 111 if (shader == NULL) 114 ret = glcpp_preprocess(ctx, &shader, &info_log, NULL, API_OPENGL); 116 printf("%s", shader);
|
/external/skia/samplecode/ |
SampleRepeatTile.cpp | 40 SkShader* shader = SkShader::CreateBitmapShader(bm, tm, tm); local 41 paint->setShader(shader)->unref();
|
/external/skia/src/gpu/gl/builders/ |
GrGLShaderStringBuilder.cpp | 48 SkString shader = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false); local 50 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shader.c_str())); 77 SkDEBUGFAIL("Shader compilation failed!"); 88 // Attach the shader, but defer deletion until after we have linked the program. 90 // will immediately delete the shader object and free its memory even though it's
|
/external/skia/src/views/ |
SkParsePaint.cpp | 16 if ((node = dom.getFirstChild(node, "shader")) == NULL) 106 SkShader* shader = inflate_shader(dom, node); local 107 if (shader) 108 paint->setShader(shader)->unref();
|
/external/mesa3d/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/mesa3d/src/mesa/state_tracker/ |
st_context.c | 86 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */ 247 uint shader, i; local 258 for (shader = 0; shader < Elements(st->state.sampler_views); shader++) { 261 &st->state.sampler_views[shader][i]);
|