/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;
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/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 ); [all...] |
/external/mesa3d/src/gallium/docs/source/cso/ |
shader.rst | 3 Shader
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/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);
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/external/mesa3d/doxygen/ |
doxy.bat | 9 doxygen shader.doxy 19 doxygen shader.doxy
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/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;
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/external/skia/src/effects/gradients/ |
SkTwoPointConicalGradient_gpu.h | 19 * shader passed in. 21 GrFragmentProcessor* Create(GrContext* ctx, const SkTwoPointConicalGradient& shader,
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/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) [all...] |
/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 [all...] |
/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) [all...] |
/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,
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/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;
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/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;
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/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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