/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/src/pdf/ |
SkPDFShader.h | 31 /** Get the PDF shader for the passed SkShader. If the SkShader is 37 * @param shader The SkShader to emulate. 47 const SkShader& shader, 69 * A shader for PDF gradients. This encapsulates the function shader
|
/cts/tests/tests/uirendering/src/android/uirendering/cts/testinfrastructure/ |
ResourceModifier.java | 30 import android.graphics.Shader; 62 repeatShader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, 63 Shader.TileMode.REPEAT); 65 translatedShader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, 66 Shader.TileMode.REPEAT); 72 scaledShader = new BitmapShader(bitmap, Shader.TileMode.MIRROR, 73 Shader.TileMode.MIRROR); 79 Color.RED, Color.GREEN, Shader.TileMode.CLAMP); 87 Color.BLUE, Color.RED, Shader.TileMode.CLAMP); 90 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR) [all...] |
/external/deqp/data/gles31/shaders/ |
linkage_shader_storage_block.test | 4 desc "Shader storage block mismatch: different number of declarations" 43 desc "Shader storage block mismatch: different number of declarations" 83 desc "Shader storage block mismatch: different number of declarations" 121 desc "Shader storage block mismatch: different number of declarations" 159 desc "Shader storage block mismatch: different number of declarations" 197 desc "Shader storage block mismatch: different number of declarations" 235 desc "Shader storage block mismatch: different number of declarations" 273 desc "Shader storage block mismatch: different number of declarations" 311 desc "Unnamed shader storage block variable and global variable with identical names" 344 desc "Two unnamed shader storage blocks with variables with identical names [all...] |
/frameworks/base/tests/CanvasCompare/src/com/android/test/hwuicompare/ |
ResourceModifiers.java | 32 import android.graphics.Shader; 72 mRepeatShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, 73 Shader.TileMode.REPEAT); 75 mTranslatedShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, 76 Shader.TileMode.REPEAT); 82 mScaledShader = new BitmapShader(mBitmap, Shader.TileMode.MIRROR, 83 Shader.TileMode.MIRROR); 89 Color.RED, Color.GREEN, Shader.TileMode.CLAMP); 97 Color.BLUE, Color.RED, Shader.TileMode.CLAMP); 100 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR) [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);
|
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/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/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/jmonkeyengine/engine/src/core/com/jme3/material/ |
TechniqueDef.java | 38 import com.jme3.shader.DefineList; 39 import com.jme3.shader.UniformBinding; 40 import com.jme3.shader.VarType; 66 * An array of light positions and light colors is passed to the shader 226 * @param vertexShader The name of the vertex shader 227 * @param fragmentShader The name of the fragment shader 228 * @param shaderLanguage The shader language 262 * {@link DefineList#set(java.lang.String, com.jme3.shader.VarType, java.lang.Object) } 280 * @see #addShaderPresetDefine(java.lang.String, com.jme3.shader.VarType, java.lang.Object) 290 * they are always passed to the shader as long as this technique is used [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/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(); 61 const SkTwoPointConicalGradient& shader, 64 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/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/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...] |
/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...] |
/cts/tests/tests/uirendering/src/android/uirendering/cts/testclasses/ |
ShaderTests.java | 27 import android.graphics.Shader; 47 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)); 68 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); 75 Shader.TileMode.CLAMP); 112 // Bitmap shader mask, partially overlapping content 119 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP); 125 null, Shader.TileMode.CLAMP) [all...] |
/external/deqp/doc/testspecs/GLES31/ |
functional.shaders.atomic_counter.txt | 19 Shader atomic counter tests 28 - With different number of calls per shader 39 + Use in other than compute shader 40 - Specification requires zero binding points in other shader types 42 + Multiple shader innovocations 48 the shader. Atomic counter values are verified by comparing against the 51 by the shader. SSBO value verification depends on the set of functions used in 52 the shader. Values returned by call to atomicCounterDecrement() are 87 // Value of counter after executing shader 112 Test set includes negative shader compilation cases as well. In such cases th [all...] |
/external/deqp/framework/randomshaders/ |
rsgShader.cpp | 2 * drawElements Quality Program Random Shader Generator 21 * \brief Shader Class. 67 Shader::Shader (Type type) 73 Shader::~Shader (void) 81 void Shader::getOutputs (vector<const Variable*>& outputs) const 93 void Shader::tokenize (GeneratorState& state, TokenStream& str) const 96 if (state.getShader().getType() == Shader::TYPE_FRAGMENT) 115 void Shader::execute (ExecutionContext& execCtx) cons [all...] |
/external/mesa3d/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/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/skia/src/gpu/gl/builders/ |
GrGLShaderBuilder.h | 36 * lookups in any kind of shader. However, for the time being using these calls on non-fragment 37 * shaders will result in a shader compilation error as texture sampler uniforms are only 38 * visible to the fragment shader. It would not be hard to change this behavior, if someone 39 * actually wants to do texture lookups in a non-fragment shader 41 * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be 52 /** Version of above that appends the result to the fragment shader code instead.*/ 68 the generated shader code. This potentially allows greater reuse of cached shaders. */ 95 /** Emits a helper function outside of main() in the fragment shader. */ 109 * Helper for begining and ending a block in the shader code. 138 * A general function which enables an extension in a shader if the feature bit is not presen [all...] |