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  /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
  /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.
  /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;
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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);
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  /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
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  /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! "
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  /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)"
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  /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;
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  /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
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  /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
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  /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")
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  /external/deqp/modules/gles31/functional/
es31fNegativeStateApiTests.cpp 213 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
218 ctx.glGetShaderiv(shader, -1, &param[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"
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  /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;
  /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
  /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
  /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
  /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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