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  /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]);

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