/frameworks/base/tests/RenderScriptTests/FountainFbo/src/com/example/android/rs/fountainfbo/ |
fountainfbo.rs | 16 //fragment shader for rendering without a texture (used for rendering to framebuffer object) 18 //fragment shader for rendering with a texture (used for rendering to default framebuffer) 53 //Bind a new fragment shader that declares the framebuffer object to be used as a texture 56 //Bind the framebuffer object to the fragment shader at slot 0 as a texture 67 //Rebind the original fragment shader to render as normal
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/frameworks/base/tools/layoutlib/bridge/src/android/graphics/ |
Shader_Delegate.java | 22 import android.graphics.Shader.TileMode; 25 * Delegate implementing the native methods of android.graphics.Shader 27 * Through the layoutlib_create tool, the original native methods of Shader have been replaced 32 * it and the original Shader class. 34 * This also serve as a base class for all Shader delegate classes.
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/cts/tests/tests/graphics/src/android/opengl/cts/ |
EglConfigGLSurfaceView.java | 192 int shader = GLES20.glCreateShader(shaderType); local 193 if (shader != 0) { 194 GLES20.glShaderSource(shader, source); 195 GLES20.glCompileShader(shader); 197 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 199 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 200 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 201 GLES20.glDeleteShader(shader); 202 shader = 0; 205 return shader; [all...] |
OpenGlEsVersionCtsActivity.java | 201 int shader = GLES31.glCreateShader(shaderType); local 202 if (shader == 0) { 206 GLES31.glShaderSource(shader, source); 207 GLES31.glCompileShader(shader); 209 GLES31.glGetShaderiv(shader, GLES31.GL_COMPILE_STATUS, compiled, 0); 211 Log.e(TAG, "Unable to compile shader " + shaderType + ":"); 212 Log.e(TAG, GLES31.glGetShaderInfoLog(shader)); 213 GLES31.glDeleteShader(shader); 216 GLES31.glAttachShader(program, shader); 217 GLES31.glDeleteShader(shader); [all...] |
/development/ndk/platforms/android-18/samples/gles3jni/jni/ |
gles3jni.cpp | 42 GLuint shader = glCreateShader(shaderType); local 43 if (!shader) { 47 glShaderSource(shader, 1, &src, NULL); 50 glCompileShader(shader); 51 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 54 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 58 glGetShaderInfoLog(shader, infoLogLen, NULL, infoLog); 59 ALOGE("Could not compile %s shader:\n%s\n", 65 glDeleteShader(shader); 69 return shader; [all...] |
/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
GLES20TriangleRenderer.java | 158 int shader = GLES20.glCreateShader(shaderType); local 159 if (shader != 0) { 160 GLES20.glShaderSource(shader, source); 161 GLES20.glCompileShader(shader); 163 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 165 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 166 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 167 GLES20.glDeleteShader(shader); 168 shader = 0; 171 return shader; [all...] |
/development/samples/BasicGLSurfaceView/src/com/example/android/basicglsurfaceview/ |
GLES20TriangleRenderer.java | 156 int shader = GLES20.glCreateShader(shaderType); local 157 if (shader != 0) { 158 GLES20.glShaderSource(shader, source); 159 GLES20.glCompileShader(shader); 161 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 163 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 164 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 165 GLES20.glDeleteShader(shader); 166 shader = 0; 169 return shader; [all...] |
/external/deqp/doc/testspecs/GLES31/ |
functional.shaders.sample_variables.txt | 44 Values are verified with verifier fragment shader. 46 sample_id.* cases verify gl_SampleID values. A quad is drawn with a shader 50 that in each grid cell only the fragment shader invocations with a certain 53 thus only guarantees that for each pixel there exist a fragment shader 55 shader invocation is unique. 59 with a verifier fragment shader. Fragment shader compares gl_SamplePosition 65 within a pixel. The tests render a quad with a fragment shader that encodes the 79 shader is executed once per pixel, and *_per_sample when shader is executed pe [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
Caps.java | 35 import com.jme3.shader.Shader; 153 * Supports reading from textures inside the vertex shader. 158 * Supports geometry shader. 327 * Returns true if given the renderer capabilities, the shader 331 * @param shader The shader to check 334 public static boolean supports(Collection<Caps> caps, Shader shader){ 335 String lang = shader.getLanguage() [all...] |
/external/mesa3d/src/gallium/drivers/r300/ |
r300_vs.c | 181 struct r300_vertex_shader* shader) 187 /* Make a simple vertex shader which outputs (0, 0, 0, 1), 196 shader->state.tokens = tgsi_dup_tokens(ureg_finalize(ureg)); 199 shader->dummy = TRUE; 200 r300_init_vs_outputs(r300, shader); 201 r300_translate_vertex_shader(r300, shader); 241 fprintf(stderr, "r300 VP: Cannot translate a shader. " 242 "Using a dummy shader instead.\n"); 260 fprintf(stderr, "r300 VP: Compiler error:\n%sUsing a dummy shader" 264 fprintf(stderr, "r300 VP: Cannot compile the dummy shader! " [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
svga_state_fs.c | 72 * If we fail to compile a fragment shader (because it uses too many 73 * registers, for example) we'll use a dummy/fallback shader that 113 /* some problem during translation, try the dummy shader */ 119 debug_printf("Failed to compile fragment shader, using dummy shader instead.\n"); 173 /* Only need fragment shader fixup for twoside lighting if doing 188 * shader that overrides all output colors with 1,1,1,1 194 * Ultimately, we could implement alphatest in the shader using 203 /* XXX: want to limit this to the textures that the shader actually 297 "fragment shader (hwtnl)" [all...] |
/frameworks/native/opengl/tests/testLatency/src/com/android/testlatency/ |
TestLatencyView.java | 170 int shader = GLES20.glCreateShader(shaderType); local 171 if (shader != 0) { 172 GLES20.glShaderSource(shader, source); 173 GLES20.glCompileShader(shader); 175 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 177 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 178 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 179 GLES20.glDeleteShader(shader); 180 shader = 0; 183 return shader; [all...] |
/external/mesa3d/src/glsl/ |
linker.cpp | 31 * In the first stage shaders are partitioned into groups based on the shader 35 * - Undefined references in each shader are resolve to definitions in 36 * another shader. 42 * The result, in the terminology of the GLSL spec, is a set of shader 46 * on each of the shader executables. 48 * - Each shader executable must define a \c main function. 49 * - Each vertex shader executable must write to \c gl_Position. 50 * - Each fragment shader executable must write to either \c gl_FragData or 53 * In the final stage individual shader executables are linked to create a 56 * - Types of uniforms defined in multiple shader stages with the same nam [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
Material.java | 47 import com.jme3.shader.Shader; 48 import com.jme3.shader.Uniform; 49 import com.jme3.shader.VarType; 62 * those parameters map to uniforms which are defined in a shader. 64 * shader. 166 * of geometries. It sorted to reduce shader switches, if the shaders 365 * @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object) 396 * Pass a parameter to the material shader. 503 * Pass a texture to the material shader 942 Shader shader = technique.getShader(); local 1012 Shader shader = technique.getShader(); local [all...] |
/external/mesa3d/src/mesa/main/ |
ff_fragment_shader.cpp | 322 (ctx->Shader.CurrentVertexProgram && 323 ctx->Shader.CurrentVertexProgram->LinkStatus && 324 ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]); 383 /* Choose GLSL vertex shader over ARB vertex program. Need this 384 * since vertex shader state validation comes after fragment state 388 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program; 520 struct gl_shader *shader; member in class:texenv_fragment_program 547 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA"); 558 ir_variable *var = p->shader->symbols->get_variable("gl_Color"); 589 var = p->shader->symbols->get_variable("gl_TextureEnvColor") [all...] |
/external/deqp/modules/gles31/functional/ |
es31fNegativeStateApiTests.cpp | 213 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 218 ctx.glGetShaderiv(shader, -1, ¶m[0]); 222 ctx.beginSection("GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 227 ctx.beginSection("GL_INVALID_OPERATION is generated if shader does not refer to a shader object."); 232 ctx.glDeleteShader(shader); 238 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 243 ctx.beginSection("GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 248 ctx.beginSection("GL_INVALID_OPERATION is generated if shader is not a shader object.") 289 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 315 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 340 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 402 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 439 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 476 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 506 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 540 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 634 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 676 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 788 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local [all...] |
/external/mesa3d/src/gallium/auxiliary/util/ |
u_simple_shaders.c | 31 * Simple vertex/fragment shader generators. 53 * Make simple vertex pass-through shader. 103 * Make simple fragment texture shader: 157 * Make a simple fragment shader that sets the output color to a color 173 * Make a simple fragment texture shader which reads an X component from 219 * Make a simple fragment texture shader which reads the texture unit 0 and 1 273 * Make a simple fragment texture shader which reads a texture and writes it 319 * Make simple fragment color pass-through shader. 330 * Make a fragment shader that copies the input color to N output colors. 404 * Make a fragment shader that sets the output color to a colo [all...] |
/frameworks/native/opengl/tests/gl2_yuvtex/ |
gl2_yuvtex.cpp | 84 GLuint shader = glCreateShader(shaderType); local 85 if (shader) { 86 glShaderSource(shader, 1, &pSource, NULL); 87 glCompileShader(shader); 89 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 92 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 96 glGetShaderInfoLog(shader, infoLen, NULL, buf); 97 fprintf(stderr, "Could not compile shader %d:\n%s\n", 105 glGetShaderInfoLog(shader, 0x1000, NULL, buf); 106 fprintf(stderr, "Could not compile shader %d:\n%s\n" [all...] |
/external/deqp/data/gles2/shaders/ |
linkage.test | 1 # not declared in vertex shader, declared in fragment shader 3 desc "varying declared in fragment shader, no reference in vertex shader" 24 # declared in vertex shader, no reference in frag shader 26 desc "varying declared in vertex shader, no reference in fragment shader" 43 # declared in vertex shader, declared in frag shader [all...] |
/external/deqp/modules/glshared/ |
glsRandomShaderCase.hpp | 23 * \brief Random shader test case. 89 void checkShaderLimits (const rsg::Shader& shader) const; 90 void checkProgramLimits (const rsg::Shader& vtxShader, const rsg::Shader& frgShader) const; 103 rsg::Shader m_vertexShader; 104 rsg::Shader m_fragmentShader;
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/external/mesa3d/src/gallium/drivers/rbug/ |
rbug_context.c | 68 (void *) rb_pipe->draw_rule.shader[PIPE_SHADER_FRAGMENT], 69 (void *) rb_pipe->curr.shader[PIPE_SHADER_FRAGMENT], 70 (void *) rb_pipe->draw_rule.shader[PIPE_SHADER_VERTEX], 71 (void *) rb_pipe->curr.shader[PIPE_SHADER_VERTEX], 75 if (rb_pipe->draw_rule.shader[sh] && 76 rb_pipe->draw_rule.shader[sh] == rb_pipe->curr.shader[sh]) 125 if (!(rb_pipe->curr.shader[PIPE_SHADER_FRAGMENT] && rb_pipe->curr.shader[PIPE_SHADER_FRAGMENT]->disabled) && 126 !(rb_pipe->curr.shader[PIPE_SHADER_GEOMETRY] && rb_pipe->curr.shader[PIPE_SHADER_GEOMETRY]->disabled) & [all...] |
/external/mesa3d/src/mesa/state_tracker/ |
st_atom_shader.c | 30 * Note that we have to delay most vertex/fragment shader translation 54 * Return pointer to a pass-through fragment shader. 55 * This shader is used when a texture is missing/incomplete. 96 /* use a pass-through frag shader that uses no textures */ 128 /* find active shader and params -- Should be covered by 139 * shader translation (for edgeflags), an extra output with 140 * edgeflag semantics, and extend the vertex shader to pass through
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/external/skia/src/gpu/gl/builders/ |
GrGLFragmentShaderBuilder.h | 39 * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a 40 * perspective divide into the fragment shader (xy / z) to convert them to 2D. 58 * this builder to create their shader. Because this is the only shader builder the FP sees, we 70 this shader. It is only legal to call this method with an advanced blend equation, and only 106 // Private public interface, used by GrGLProgramBuilder to build a fragment shader 124 * An internal call for GrGLProgramBuilder to use to add varyings to the vertex shader
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/frameworks/base/rs/java/android/renderscript/ |
ProgramVertex.java | 19 * <p>The RenderScript vertex program, also known as a vertex shader, describes a stage in 24 * <li>GLSL shader string that defines the body of the program</li> 32 * to send those constants to the graphics hardware. Varying inputs to the shader, such as position, normal, 34 * The signatures don't have to be exact or in any strict order. As long as the input name in the shader 45 * ProgramVertex, also know as a vertex shader, describes a 81 * the GLSL shader code, and the varying inputs. Constant, or 82 * uniform parameters to the shader may optionally be provided as
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
MoreShadersActivity.java | 33 import android.graphics.Shader; 71 mScaledShader = new BitmapShader(texture, Shader.TileMode.MIRROR, 72 Shader.TileMode.MIRROR); 77 mScaled2Shader = new BitmapShader(texture, Shader.TileMode.MIRROR, 78 Shader.TileMode.MIRROR); 84 Color.RED, 0x7f00ff00, Shader.TileMode.CLAMP); 90 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR);
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