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  /external/skia/src/core/
SkColorShader.h 14 A Shader that represents a single color. In general, this effect can be
16 actual shader object is needed, this provides that feature.
34 ColorShaderContext(const SkColorShader& shader, const ContextRec&);
  /external/deqp/framework/randomshaders/
rsgGeneratorState.cpp 2 * drawElements Quality Program Random Shader Generator
48 void GeneratorState::setShader (const ShaderParameters& shaderParams, Shader& shader)
51 m_shader = &shader;
rsgShaderGenerator.hpp 4 * drawElements Quality Program Random Shader Generator
23 * \brief Shader generator.
42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
  /external/deqp/framework/referencerenderer/
design.txt 12 - faster shading? move packet loop inside shader
13 (helper class can make shader implementation easier)
18 - random shader generator
21 - shader objects can contain parameters, renderer doesn't care about them
  /external/jmonkeyengine/engine/src/core/com/jme3/renderer/
GL1Renderer.java 6 * Renderer sub-interface that is used for non-shader based renderers.
  /external/jmonkeyengine/engine/src/core/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/llvm/lib/Target/R600/
AMDGPUMachineFunction.cpp 23 llvm_unreachable("Can't parse shader type!");
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_gs.c 56 /* copy shader tokens, the ones passed in will go away.
58 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
59 if (state->shader.tokens == NULL)
70 FREE( (void *)state->shader.tokens );
  /external/mesa3d/src/gallium/drivers/radeonsi/
radeonsi_shader.h 53 /* 1 when the shader contains
74 struct si_shader shader; member in struct:si_pipe_shader
86 int si_pipe_shader_create(struct pipe_context *ctx, struct si_pipe_shader *shader);
87 void si_pipe_shader_destroy(struct pipe_context *ctx, struct si_pipe_shader *shader);
  /external/mesa3d/src/mesa/tnl/
descrip.mms 9 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/mesa3d/src/mesa/vbo/
descrip.mms 10 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/skia/gm/
shaderbounds.cpp 63 // Background shader.
70 // Constrained shader.
86 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background, shaderScale); local
87 return shader;
  /external/skia/src/gpu/
GrDrawTargetCaps.h 21 /** Info about shader variable precision within a given shader stage. That is, this info
31 /** Is this precision level allowed in the shader stage? */
75 * given shader type. If the shader type is not supported or the precision level is not
76 * supported in that shader type then the returned struct will report false when supported() is
85 * Is there any difference between the float shader variable precision types? If this is true
86 * then unless the shader type is not supported, any call to getFloatShaderPrecisionInfo() would
87 * report the same info for all precisions in all shader types.
  /external/skia/src/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /external/skia/tests/
BitmapHeapTest.cpp 32 static void Flatten(SkWriteBuffer& buffer, const SkShader& shader) {
33 buffer.writeFlattenable(&shader);
46 // Create a bitmap shader.
87 // Now attempt to flatten the shader again.
  /frameworks/base/libs/hwui/
Program.cpp 135 ATRACE_NAME("Build GL Shader");
137 GLuint shader = glCreateShader(type); local
138 glShaderSource(shader, 1, &source, nullptr);
139 glCompileShader(shader);
142 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
144 ALOGE("Error while compiling this shader:\n===\n%s\n===", source);
148 glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]);
149 LOG_ALWAYS_FATAL("Shader info log: %s", log);
153 return shader;
  /external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/
LwjglRenderer.java 46 import com.jme3.shader.Attribute;
47 import com.jme3.shader.Shader;
48 import com.jme3.shader.Shader.ShaderSource;
49 import com.jme3.shader.Shader.ShaderType;
50 import com.jme3.shader.Uniform;
93 private Shader boundShader;
760 protected void updateUniformLocation(Shader shader, Uniform uniform) {
    [all...]
  /external/mesa3d/src/mesa/main/
uniforms.c 134 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
144 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
155 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
168 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
175 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
185 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
196 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
208 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
215 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
222 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2)
    [all...]
  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 42 // A ShaderProgram is a Program object that holds a GLSL shader implementation.
43 // It provides functionality for compiling, linking, and executing the shader.
46 // By default a ShaderProgram provides its own vertex shader. However, a custom
47 // vertex shader may be passed and used instead.
48 // When implementing a vertex shader, the following attribute names have special
54 // The shader program will bind these attributes to the correct values, if they
55 // are present in the vertex shader source code.
57 // When implementing the fragment shader, the following variable names must be
64 // If more input textures are given than the shader can handle, this will result
70 // Create a new shader program with the given fragment shader source code
    [all...]
  /external/mesa3d/src/gallium/drivers/svga/
svga_tgsi.c 161 * Use the shader info to generate a bitmask indicating which generic
162 * inputs are used by the shader. A set bit indicates that GENERIC[i]
218 * the fragment shader doesn't use that VS output. Just allocate
251 /* Parse TGSI shader and translate to SVGA/DX9 serialized
254 * In this function SVGA shader is emitted to an in-memory buffer that
259 svga_tgsi_translate( const struct svga_shader *shader,
278 tgsi_scan_shader( shader->tokens, &emit.info);
305 if (!svga_shader_emit_instructions( &emit, shader->tokens )) {
314 result->shader = shader;
    [all...]
  /frameworks/native/opengl/tests/gl2_basic/
gl2_basic.cpp 77 GLuint shader = glCreateShader(shaderType); local
78 if (shader) {
79 glShaderSource(shader, 1, &pSource, NULL);
80 glCompileShader(shader);
82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
85 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
89 glGetShaderInfoLog(shader, infoLen, NULL, buf);
90 fprintf(stderr, "Could not compile shader %d:\n%s\n",
94 glDeleteShader(shader);
95 shader = 0
    [all...]
  /frameworks/native/opengl/tests/gl_perf/
fill_common.cpp 34 GLuint shader = glCreateShader(shaderType); local
35 if (shader) {
36 glShaderSource(shader, 1, &pSource, NULL);
37 glCompileShader(shader);
39 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
42 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
46 glGetShaderInfoLog(shader, infoLen, NULL, buf);
47 ALOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
50 glDeleteShader(shader);
51 shader = 0
    [all...]
  /external/deqp/modules/gles3/functional/
es3fNegativeStateApiTests.cpp 213 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
218 glGetShaderiv(shader, -1, &param[0]);
222 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
227 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader does not refer to a shader object.");
232 glDeleteShader(shader);
237 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
242 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
247 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader object.")
    [all...]
  /external/deqp/framework/opengl/
gluShaderProgram.hpp 23 * \brief Shader and Program helpers.
44 * \brief Shader information (compile status, log, etc.).
48 ShaderType type; //!< Shader type.
49 std::string source; //!< Shader source.
70 * \brief Shader object.
72 class Shader
75 Shader (const glw::Functions& gl, ShaderType shaderType);
76 Shader (const RenderContext& renderCtx, ShaderType shaderType);
77 ~Shader (void);
93 Shader (const Shader& other)
    [all...]
  /cts/tests/tests/graphics/src/android/graphics/cts/
Shader_TileModeTest.java 20 import android.graphics.Shader;
21 import android.graphics.Shader.TileMode;

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