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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,
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
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  /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
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  /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) {
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  /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;
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));
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  /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
  /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
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  /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)
  /frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/
shader2v.glsl 10 // This is where actual shader code begins
  /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)
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  /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()
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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;
  /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);
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  /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)
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  /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
  /external/mesa3d/src/mesa/drivers/common/
descrip.mms 11 define shader [--.shader]
20 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
  /external/mesa3d/src/mesa/drivers/osmesa/
descrip.mms 16 define shader [--.shader]
24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
  /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);
  /external/skia/src/core/
SkLocalMatrixShader.cpp 13 SkAutoTUnref<SkShader> shader(buffer.readShader());
14 if (!shader.get()) {
17 return SkShader::CreateLocalMatrixShader(shader, lm);
  /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)
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  /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
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  /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, &param[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, &param[0]);
169 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &param[0]);
171 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &param[0]);
175 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader does not refer to a shader object.")
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  /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
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  /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
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