/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
ShadersActivity.java | 29 import android.graphics.Shader; 68 mRepeatShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT, 69 Shader.TileMode.REPEAT); 71 mTranslatedShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT, 72 Shader.TileMode.REPEAT); 78 mScaledShader = new BitmapShader(mTexture, Shader.TileMode.MIRROR, 79 Shader.TileMode.MIRROR); 85 Color.RED, Color.GREEN, Shader.TileMode.CLAMP); 93 Color.BLUE, Color.MAGENTA, Shader.TileMode.CLAMP); 96 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR) [all...] |
AdvancedBlendActivity.java | 31 import android.graphics.Shader; 69 mScaledShader = new BitmapShader(texture, Shader.TileMode.MIRROR, 70 Shader.TileMode.MIRROR); 75 mScaled2Shader = new BitmapShader(texture, Shader.TileMode.MIRROR, 76 Shader.TileMode.MIRROR); 82 Color.BLACK, Color.WHITE, Shader.TileMode.CLAMP);
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/frameworks/native/opengl/tests/gl2_java/src/com/android/gl2java/ |
GL2JavaView.java | 96 int shader = GLES20.glCreateShader(shaderType); local 97 if (shader != 0) { 98 GLES20.glShaderSource(shader, source); 99 GLES20.glCompileShader(shader); 101 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 103 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 104 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 105 GLES20.glDeleteShader(shader); 106 shader = 0; 109 return shader; [all...] |
/hardware/libhardware/tests/hwc/ |
util.c | 49 GLuint shader; local 51 if (!(shader = glCreateShader(shaderType))) 54 glShaderSource(shader, 1, &src, NULL); 55 glCompileShader(shader); 56 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 59 return shader; 61 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); 65 glGetShaderInfoLog(shader, len, NULL, msg); 67 fprintf(stderr, "error compiling shader:\n%s\n", msg); 71 glDeleteShader(shader); [all...] |
/packages/experimental/CameraPreviewTest/src/com/example/android/videochatcameratest/ |
SurfaceTextureView.java | 35 int shader = GLES20.glCreateShader(shaderType); local 36 if (shader != 0) { 37 GLES20.glShaderSource(shader, source); 38 GLES20.glCompileShader(shader); 40 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 42 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 43 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 44 GLES20.glDeleteShader(shader); 45 shader = 0; 48 return shader; [all...] |
/frameworks/av/cmds/screenrecord/ |
Program.cpp | 38 // Simple vertex shader. Texture coord calc includes matrix for GLConsumer 51 // Trivial fragment shader for external texture. 61 // Trivial fragment shader for mundane texture. 139 GLuint shader = glCreateShader(shaderType); local 140 if (shader == 0) { 145 glShaderSource(shader, 1, &src, NULL); 146 glCompileShader(shader); 149 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 151 ALOGE("Compile of shader type %d failed", shaderType); 153 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen) [all...] |
/frameworks/base/graphics/java/android/graphics/drawable/ |
BitmapDrawable.java | 38 import android.graphics.Shader; 369 * @return {@link android.graphics.Shader.TileMode#CLAMP} if the bitmap does not repeat, 370 * {@link android.graphics.Shader.TileMode#REPEAT} or 371 * {@link android.graphics.Shader.TileMode#MIRROR} otherwise. 373 public Shader.TileMode getTileModeX() { 380 * @return {@link android.graphics.Shader.TileMode#CLAMP} if the bitmap does not repeat, 381 * {@link android.graphics.Shader.TileMode#REPEAT} or 382 * {@link android.graphics.Shader.TileMode#MIRROR} otherwise. 384 public Shader.TileMode getTileModeY() { 390 * does not repeat its bitmap. Using {@link android.graphics.Shader.TileMode#REPEAT} o 477 final Shader shader = mBitmapState.mPaint.getShader(); local 534 final Shader shader = paint.getShader(); local [all...] |
/external/deqp/framework/opengl/ |
gluShaderProgram.cpp | 38 // Shader 40 Shader::Shader (const RenderContext& renderCtx, ShaderType shaderType) 50 Shader::Shader (const glw::Functions& gl, ShaderType shaderType) 60 Shader::~Shader (void) 65 void Shader::setSources (int numSourceStrings, const char* const* sourceStrings, const int* lengths) 78 void Shader::compile (void) 204 void Program::attachShader (deUint32 shader) [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
BitmapShaderTest.java | 24 import android.graphics.Shader; 26 import android.graphics.Shader.TileMode; 46 BitmapShader shader = new BitmapShader(tile, Shader.TileMode.REPEAT, local 47 Shader.TileMode.REPEAT); 49 paint.setShader(shader);
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
Patterns.java | 54 private final Shader mShader1; 55 private final Shader mShader2; 74 mShader1 = new BitmapShader(makeBitmap1(), Shader.TileMode.REPEAT, 75 Shader.TileMode.REPEAT); 76 mShader2 = new BitmapShader(makeBitmap2(), Shader.TileMode.REPEAT, 77 Shader.TileMode.REPEAT);
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ShapeDrawable1.java | 38 private static Shader makeSweep() { 44 private static Shader makeLinear() { 47 null, Shader.TileMode.MIRROR); 50 private static Shader makeTiling() { 55 return new BitmapShader(bm, Shader.TileMode.REPEAT, 56 Shader.TileMode.REPEAT);
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/external/deqp/framework/randomshaders/ |
rsgGeneratorState.hpp | 4 * drawElements Quality Program Random Shader Generator 36 class Shader; 62 Shader& getShader (void) { return *m_shader; } 64 void setShader (const ShaderParameters& params, Shader& shader); 93 Shader* m_shader;
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rsgProgramGenerator.cpp | 2 * drawElements Quality Program Random Shader Generator 43 Shader& vertexShader, 44 Shader& fragmentShader) 51 // Fragment shader 58 // Vertex shader 62 // Initialize outputs from fragment shader inputs
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/external/deqp/modules/glshared/ |
glsRandomShaderProgram.hpp | 32 class Shader; 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms); 52 const rsg::Shader& m_vertexShader; 53 const rsg::Shader& m_fragmentShader; 58 std::vector<const rsg::Variable*> m_vertexOutputs; //!< Other vertex outputs in the order they are passed to fragment shader.
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glsShaderExecUtil.hpp | 23 * \brief Shader execution utilities. 47 //! Shader input / output variable declaration. 57 //! Complete shader specification. 60 glu::GLSLVersion version; //!< Shader version. 69 //! Base class for shader executor. 84 //! Set this shader program current in context. Must be called before execute().
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/external/mesa3d/src/gallium/auxiliary/rbug/ |
rbug_shader.h | 54 rbug_shader_t shader; member in struct:rbug_proto_shader_info 61 rbug_shader_t shader; member in struct:rbug_proto_shader_disable 69 rbug_shader_t shader; member in struct:rbug_proto_shader_replace 99 rbug_shader_t shader, 104 rbug_shader_t shader, 110 rbug_shader_t shader,
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/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_vs.c | 52 /* copy shader tokens, the ones passed in will go away. 54 state->shader.tokens = tgsi_dup_tokens(templ->tokens); 55 if (state->shader.tokens == NULL) 63 debug_printf("llvmpipe: Create vertex shader %p:\n", (void *) state); 71 FREE( (void *)state->shader.tokens ); 106 FREE( (void *)state->shader.tokens );
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/external/mesa3d/src/gallium/drivers/softpipe/ |
sp_state.h | 82 void (*prepare)(const struct sp_fragment_shader_variant *shader, 86 unsigned (*run)(const struct sp_fragment_shader_variant *shader, 91 void (*delete)(struct sp_fragment_shader_variant *shader, 100 struct pipe_shader_state shader; member in struct:sp_fragment_shader 108 struct pipe_shader_state shader; member in struct:sp_vertex_shader 115 struct pipe_shader_state shader; member in struct:sp_geometry_shader
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/external/skia/src/animator/ |
SkDrawGradient.cpp | 131 SkShader* shader = SkGradientShader::CreateLinear((SkPoint*)points.begin(), 134 SkAutoTDelete<SkShader> autoDel(shader); 136 return shader; 166 SkShader* shader = SkGradientShader::CreateRadial(center, 169 SkAutoTDelete<SkShader> autoDel(shader); 171 return shader;
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/frameworks/base/graphics/java/android/graphics/ |
LinearGradient.java | 19 public class LinearGradient extends Shader { 41 /** Create a shader that draws a linear gradient along a line. 50 @param tile The Shader tiling mode 71 /** Create a shader that draws a linear gradient along a line. 78 @param tile The Shader tiling mode 97 protected Shader copy() {
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/frameworks/rs/driver/ |
rsdProgram.cpp | 37 const char* shader, size_t shaderLen, 40 RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen, 74 ALOGV("Destroying vertex shader with ID %p", (void*)pv); 84 const char* shader, size_t shaderLen, 87 RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen, 108 ALOGV("Destroying fragment shader with ID %p", (void*)pf);
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
package.html | 22 Material definitions provide the "logic" for the material. Usually a shader that 24 configuration of the shader. 26 The J3MD file abstracts the shader and its configuration away from the user, allowing a
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/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_fs.c | 43 const struct pipe_shader_state *shader) 49 dfs->base = *shader; 50 tgsi_scan_shader(shader->tokens, &dfs->info);
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/external/mesa3d/src/gallium/drivers/r600/ |
r600_shader.h | 52 /* Number of color outputs in the TGSI shader, 58 /* bit n is set if the shader writes gl_ClipDistance[n] */ 60 /* flag is set if the shader writes VS_OUT_MISC_VEC (e.g. for PSIZE) */
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/external/mesa3d/src/mesa/drivers/x11/ |
descrip.mms | 16 define shader [--.shader] 24 INCDIR = [----.include],[--.main],[--.glapi],[--.shader]
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