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  /external/deqp/doc/testspecs/GLES31/
functional.geometry_shading.txt 19 Geometry shader tests
36 + Geometry shader transform feedback
37 + (Negative) tests for vertex-geo-frag shader varying linkage.
38 + Primitive render order with geometry shader instancing
42 Geometry shader tests test geometry shader functionality by rendering
51 geometry shader related limits and states. primitives_generated_* cases
56 basic.* tests test basic geometry shader usage: output_* cases emit
58 number of vertices, depending on a shader varying, uniform or a texture
64 input.* tests verify geometry shader behavior with different input type
    [all...]
functional.tessellation_geometry_interaction.txt 19 Geometry and tessellation shader interaction tests
26 + Basic render tests using a shader program with tessellation and
41 render.passthrough cases tests basic rendering with a shader program with
43 passthrough geometry or tessellation shader does not change the result image. In
45 shader and then with a passthrough geometry shader. In
47 tessellation stage and then with a passthrough tessellation shader attached.
49 render.limits.* cases test rendering with a five stage shader program with a
50 shader that uses the maximum number of geometry output vertices, uses maximum
51 number geometry shader instances, or sets the maximum tessellation level
    [all...]
  /cts/tests/tests/opengl/libopengltest/
common.cpp 24 GLuint shader = glCreateShader(shaderType); local
25 glShaderSource(shader, 1, &pSource, NULL);
26 glCompileShader(shader);
27 return shader;
  /development/ndk/sources/android/ndk_helper/
shader.cpp 20 #include "shader.h"
28 bool shader::CompileShader( GLuint *shader,
76 return shader::CompileShader( shader, type, v );
79 bool shader::CompileShader( GLuint *shader,
87 *shader = glCreateShader( type );
88 glShaderSource( *shader, 1, &source, &iSize ); //Not specifying 3rd parameter (size) could be troublesome..
90 glCompileShader( *shader );
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  /external/mesa3d/src/gallium/docs/source/cso/
shader.rst 3 Shader
  /external/skia/tests/
ShaderOpacityTest.cpp 20 SkShader* shader = SkShader::CreateBitmapShader(bmp, local
22 REPORTER_ASSERT(reporter, shader);
23 REPORTER_ASSERT(reporter, !shader->isOpaque());
24 shader->unref();
30 shader = SkShader::CreateBitmapShader(bmp,
32 REPORTER_ASSERT(reporter, shader);
33 REPORTER_ASSERT(reporter, !shader->isOpaque());
34 shader->unref();
38 shader = SkShader::CreateBitmapShader(bmp,
40 REPORTER_ASSERT(reporter, shader);
    [all...]
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
fragment_params.rs 26 SgFragmentShader *shader = (SgFragmentShader *)rsGetElementAt(*v_out, 0);
28 processAllParams(shader->shaderConst, shader->shaderConstParams, camera);
29 processTextureParams(shader);
  /external/mesa3d/doxygen/
doxy.bat 9 doxygen shader.doxy
19 doxygen shader.doxy
  /external/skia/src/animator/
SkDrawShader.cpp 32 if (fPaint->shader != (SkDrawShader*) -1)
34 fPaint->shader = this;
58 if (fPaint->shader != (SkDrawShader*) -1)
60 fPaint->shader = this;
69 // note: bitmap shader now supports independent tile modes for X and Y
75 SkShader* shader = SkShader::CreateBitmapShader(image->fBitmap,
79 SkAutoTDelete<SkShader> autoDel(shader);
81 return shader;
  /external/skia/src/effects/gradients/
SkTwoPointConicalGradient_gpu.h 19 * shader passed in.
21 GrFragmentProcessor* Create(GrContext* ctx, const SkTwoPointConicalGradient& shader,
  /external/mesa3d/src/gallium/drivers/radeonsi/
si_state_draw.c 40 static void si_pipe_shader_vs(struct pipe_context *ctx, struct si_pipe_shader *shader)
48 if (si_pipe_shader_create(ctx, shader))
51 si_pm4_delete_state(rctx, vs, shader->pm4);
52 pm4 = shader->pm4 = CALLOC_STRUCT(si_pm4_state);
60 for (nparams = 0, i = 0 ; i < shader->shader.noutput; i++) {
61 if (shader->shader.output[i].name != TGSI_SEMANTIC_POSITION)
76 va = r600_resource_va(ctx->screen, (void *)shader->bo);
77 si_pm4_add_bo(pm4, shader->bo, RADEON_USAGE_READ)
    [all...]
  /external/deqp/framework/randomshaders/
rsgShaderGenerator.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Shader generator.
92 void genVertexPassthrough (GeneratorState& state, Shader& shader)
94 // Create copies from shader inputs to outputs
116 // Update value range. This will be stored into shader input info.
120 createAssignment(shader.getMain().getBody(), entry->getVariable(), inVar);
124 void genFragmentPassthrough (GeneratorState& state, Shader& shader)
133 createAssignment(shader.getMain().getBody(), fragColorEntry->getVariable(), inColorVariable)
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  /external/deqp/modules/gles31/functional/
es31fProgramInterfaceDefinitionUtil.cpp 93 bool VariableSearchFilter::matchesFilter (const ProgramInterfaceDefinition::Shader* shader) const
95 DE_ASSERT(shader->getType() < glu::SHADERTYPE_LAST);
96 return (m_shaderTypeBits & (1u << shader->getType())) != 0;
139 bool shaderContainsIOBlocks (const ProgramInterfaceDefinition::Shader* shader)
141 for (int ndx = 0; ndx < (int)shader->getDefaultBlock().interfaceBlocks.size(); ++ndx)
143 const glu::Storage storage = shader->getDefaultBlock().interfaceBlocks[ndx].storage;
219 static std::string getShaderExtensionDeclarations (const ProgramInterfaceDefinition::Shader* shader)
    [all...]
  /external/mesa3d/src/gallium/auxiliary/vl/
vl_compositor.c 58 struct ureg_program *shader; local
64 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
65 if (!shader)
68 vpos = ureg_DECL_vs_input(shader, 0);
69 vtex = ureg_DECL_vs_input(shader, 1);
70 color = ureg_DECL_vs_input(shader, 2);
71 tmp = ureg_DECL_temporary(shader);
72 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
73 o_color = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR);
74 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX)
130 struct ureg_program *shader; local
173 struct ureg_program *shader; local
265 struct ureg_program *shader; local
314 struct ureg_program *shader; local
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  /development/samples/HelloEffects/src/com/example/android/mediafx/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 shader = 0;
34 throw new RuntimeException("Could not compile shader " +
38 return shader;
    [all...]
  /frameworks/native/opengl/tools/glgen/stubs/gles11/
glGetShaderSource.cpp 1 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
4 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jintArray length_ref, jint lengthOffset, jbyteArray source_ref, jint sourceOffset) {
50 (GLuint)shader,
70 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
73 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jobject length_buf, jbyte source) {
85 (GLuint)shader,
95 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
96 static jstring android_glGetShaderSource(JNIEnv *_env, jobject, jint shader) {
98 glGetShaderiv((GLuint)shader, GL_SHADER_SOURCE_LENGTH, &shaderLen);
107 glGetShaderSource(shader, shaderLen, NULL, buf)
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  /external/mesa3d/src/glsl/glcpp/
pp.c 75 in_directive(const char *shader, const char *ptr)
77 assert(ptr >= shader);
80 for (; ptr >= shader && *ptr != '#'; ptr--) {
84 if (ptr >= shader) {
86 for (ptr--; ptr >= shader && isblank(*ptr); ptr--);
88 if (ptr < shader || *ptr == '\n')
99 remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
104 const char *search_start = shader;
110 int n = newline - shader;
126 if (in_directive(shader, backslash))
    [all...]
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_gs.h 40 * Private version of the compiled geometry shader
71 * The vertex shader can emit any number of vertices as long as it's
72 * smaller than the GS_MAX_OUTPUT_VERTICES shader property.
74 int draw_geometry_shader_run(struct draw_geometry_shader *shader,
82 void draw_geometry_shader_prepare(struct draw_geometry_shader *shader,
85 void draw_geometry_shader_delete(struct draw_geometry_shader *shader);
87 int draw_gs_max_output_vertices(struct draw_geometry_shader *shader,
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_sampler.c 69 unsigned shader,
77 assert(shader < PIPE_SHADER_TYPES);
78 assert(start + num <= Elements(llvmpipe->samplers[shader]));
81 if (start + num <= llvmpipe->num_samplers[shader] &&
82 !memcmp(llvmpipe->samplers[shader] + start, samplers,
91 llvmpipe->samplers[shader][start + i] = samplers[i];
96 unsigned j = MAX2(llvmpipe->num_samplers[shader], start + num);
97 while (j > 0 && llvmpipe->samplers[shader][j - 1] == NULL)
99 llvmpipe->num_samplers[shader] = j;
102 if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY)
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
Shader.java 33 package com.jme3.shader;
47 public final class Shader extends NativeObject implements Savable {
52 * True if the shader is fully compiled & linked.
69 * Maps attribute name to the location of the attribute in the shader.
74 * Type of shader. The shader will control the pipeline of it's type.
94 * Shader source describes a shader object in OpenGL. Each shader source
110 throw new NullPointerException("The shader type must be specified");
294 ShaderSource shader = new ShaderSource(type); local
    [all...]
  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state_shader.c 46 * Create a new fragment shader variant.
54 struct pipe_shader_state *stipple_fs = NULL, *curfs = &fs->shader;
59 /* get new shader that implements polygon stippling */
80 &fs->shader);
132 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
136 &state->shader);
138 FREE((void *) state->shader.tokens);
160 /* This depends on the current fragment shader and must always be
200 FREE((void *) state->shader.tokens);
216 /* copy shader tokens, the ones passed in will go away
    [all...]
  /external/mesa3d/src/mesa/main/
shaderapi.c 56 /** Define this to enable shader substitution (see below) */
95 * Initialize context's shader state.
116 ctx->Shader.Flags = get_shader_flags();
121 * Free the per-context shader-related state.
126 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
127 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
129 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
131 _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
133 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
161 * Confirm that the a shader type is valid and supported by the implementatio
200 struct gl_shader *shader = _mesa_lookup_shader(ctx, name); local
614 struct gl_shader *shader = local
1290 GLcharARB *buffer, *shader; local
1672 const GLuint shader = create_shader(ctx, type); local
    [all...]
  /developers/build/prebuilts/gradle/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /developers/samples/android/media/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /development/samples/browseable/MediaEffects/src/com.example.android.mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;

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