/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/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/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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/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...] |
/frameworks/base/libs/hwui/ |
SkiaShader.cpp | 78 // gradient shader matrix helpers 115 bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix, 124 switch (shader.asAGradient(&gradInfo)) { 142 // Do nothing. This shader is unsupported. 149 shader.getLocalMatrix(), modelViewMatrix); 151 // re-query shader to get full color / offset data 156 shader.asAGradient(&gradInfo); 197 bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix, 202 if (shader.asABitmap(&bitmap, nullptr, xy) != SkShader::kDefault_BitmapType) { 235 computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix() [all...] |
ProgramCache.h | 54 void generateBlend(String8& shader, const char* name, SkXfermode::Mode mode); 55 void generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT); 57 void printLongString(const String8& shader) const;
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/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...] |
/external/mesa3d/src/gallium/state_trackers/d3d1x/docs/ |
source_layout.txt | 6 d3d1xshader is a standalone module with a parser, disassembler and utility routines for Direct3D 10/11 shaders using Shader Model 4/5 instructions encoded using Tokenized Program Format embedded in a DXBC chunked container (the data format produced by the HLSL compiler). 8 tools contains the shader compiler, currently wrapping the Microsoft HLSL compiler 11 gd3d1x contains the shader translator and code not directly implementing Direct3D interfaces, but needed by those implementations
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/external/mesa3d/src/mesa/drivers/common/ |
descrip.mms | 11 define shader [--.shader] 20 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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/external/mesa3d/src/mesa/drivers/osmesa/ |
descrip.mms | 16 define shader [--.shader] 24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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/external/skia/gm/ |
cgm.c | 41 sk_shader_t* shader = make_shader(); local 42 sk_paint_set_shader(paint, shader); 43 sk_shader_unref(shader);
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/external/skia/src/core/ |
SkLocalMatrixShader.cpp | 13 SkAutoTUnref<SkShader> shader(buffer.readShader()); 14 if (!shader.get()) { 17 return SkShader::CreateLocalMatrixShader(shader, lm);
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/platform_testing/tests/perf/PerformanceLaunch/src/com/android/performanceLaunch/helper/ |
SimpleGLRenderer.java | 110 * Utility method for compiling a OpenGL shader. 112 * <strong>Note:</strong> When developing shaders, use the checkGlError() method to debug shader 116 * @param type - Vertex or fragment shader type. 117 * @param shaderCode - String containing the shader code. 118 * @return - Returns an id for the shader. 122 // create a vertex shader type (GLES20.GL_VERTEX_SHADER) 123 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) 124 int shader = GLES20.glCreateShader(type); local 126 // add the source code to the shader and compile it 127 GLES20.glShaderSource(shader, shaderCode) [all...] |
/device/generic/goldfish/opengl/shared/OpenglCodecCommon/ |
GLSharedGroup.cpp | 199 bool ProgramData::attachShader(GLuint shader) 203 if (m_shaders[i] == shader) { 209 m_shaders.insertAt(shader, m_shaders.size(), 1); 213 bool ProgramData::detachShader(GLuint shader) 217 if (m_shaders[i] == shader) { 337 void GLSharedGroup::attachShader(GLuint program, GLuint shader) 341 ssize_t idx = m_shaders.indexOfKey(shader); 343 if (programData->attachShader(shader)) { 349 void GLSharedGroup::detachShader(GLuint program, GLuint shader) 353 ssize_t idx = m_shaders.indexOfKey(shader); 373 ShaderData* shader = m_shaders.valueFor(shaderId); local [all...] |
/external/deqp/modules/gles2/functional/ |
es2fNegativeStateApiTests.cpp | 148 m_log << TestLog::Message << "// Shader compiler not supported, always expect GL_INVALID_OPERATION" << TestLog::EndMessage; 150 m_log << TestLog::Message << "// Shader compiler supported" << TestLog::EndMessage; 152 GLuint shader = glCreateShader(GL_VERTEX_SHADER); 157 glGetShaderiv(shader, -1, ¶m[0]); 161 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 166 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if pname is GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, or GL_SHADER_SOURCE_LENGTH but a shader compiler is not supported."); 167 glGetShaderiv(shader, GL_COMPILE_STATUS, ¶m[0]); 169 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, ¶m[0]); 171 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, ¶m[0]); 175 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader does not refer to a shader object.") [all...] |
/external/mesa3d/src/mesa/drivers/dri/r200/ |
r200_fragshader.c | 128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 134 if (shader->NumPasses < 2) { 140 for (pass = 0; pass < shader->NumPasses; pass++) { 143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) { 145 struct atifs_instruction *inst = &shader->Instructions[pass][pc]; 284 if (sat || (pc == (shader->numArithInstr[pass] - 1) && 285 ((pass == 1) || (shader->NumPasses == 1)))) 327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 334 if (shader->swizzlerq & (1 << (2 * reg))) 350 if (shader->NumPasses < 2) 505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local [all...] |
/external/skia/include/core/ |
SkShader.h | 28 * has no shader, then the paint's color is used. If the paint has a 29 * shader, then the shader's color(s) are use instead, but they are 30 * modulated by the paint's alpha. This makes it easy to create a shader 32 * w/o having to modify the original shader... only the paint's alpha needs 45 * FIXME: This can be incorrect for a Shader with its own local matrix 51 /** replicate the edge color if the shader draws outside of its 56 /** repeat the shader's image horizontally and vertically */ 59 /** repeat the shader's image horizontally and vertically, alternating 80 //! set if this shader's shadeSpan16() method can be calle [all...] |