/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, ¶m[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;
|