/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
params.rsh | 72 SgFragmentShader *shader) { 109 rsgBindTexture(shader->program, p->bufferOffset, tex->texture); 179 static inline void processTextureParams(SgFragmentShader *shader) { 181 if (rsIsObject(shader->shaderTextureParams)) { 182 numParams = rsAllocationGetDimX(shader->shaderTextureParams); 185 SgShaderParam *current = (SgShaderParam*)rsGetElementAt(shader->shaderTextureParams, i); 190 processParam(current, currentData, NULL, NULL, shader);
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/frameworks/opt/bitmap/src/com/android/bitmap/drawable/ |
CircularBitmapDrawable.java | 29 import android.graphics.Shader.TileMode; 133 // Draw bitmap through shader first. 134 BitmapShader shader = (BitmapShader) mBitmapPaint.getShader(); local 135 if (shader == null || mShaderBitmap != bitmap) { 136 shader = new BitmapShader(bitmap, TileMode.CLAMP, TileMode.CLAMP); 147 shader.setLocalMatrix(mMatrix); 148 mBitmapPaint.setShader(shader);
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/packages/apps/UnifiedEmail/src/com/android/mail/bitmap/ |
AbstractAvatarDrawable.java | 27 import android.graphics.Shader; 113 // Draw bitmap through shader first. 114 final BitmapShader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, local 115 Shader.TileMode.CLAMP); 127 shader.setLocalMatrix(mMatrix); 128 mBitmapPaint.setShader(shader);
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/external/mesa3d/docs/ |
shading.html | 37 list of keywords to control some aspects of the GLSL compiler and shader 41 <li><b>dump</b> - print GLSL shader code to stdout at link time 44 the shader ID. 48 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms 51 <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes 88 is implemented through shader concatenation and re-compiling. This 112 <li>Shader error detection and reporting of errors (InfoLog) is not 160 Here's an example of using the compiler to compile a vertex shader and
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/external/skia/src/animator/ |
SkDrawPaint.cpp | 46 SK_MEMBER(shader, Shader), 69 shader((SkDrawShader*) -1), strikeThru(-1), stroke(-1), 86 delete shader; 206 if (fOwnsShader && maker.resolveID(shader, original->shader) == false) 237 if (shader == NULL) 239 else if (shader != (SkDrawShader*) -1) 240 SkSafeUnref(paint->setShader(shader->getShader()));
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
GradientsActivity.java | 29 import android.graphics.Shader; 98 BitmapShader shader = new BitmapShader(texture, Shader.TileMode.REPEAT, local 99 Shader.TileMode.REPEAT); 101 mPaint.setShader(shader); 124 Shader.TileMode.CLAMP); 149 Shader.TileMode.MIRROR); 205 mGradient = new LinearGradient(0, 0, 0, 1, 0xFF000000, 0, Shader.TileMode.CLAMP); 207 new int[] { 0xFFFF0000, 0xFF00FF00, 0xFF0000FF }, null, Shader.TileMode.CLAMP);
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/frameworks/native/opengl/tools/glgen/specs/gles11/ |
GLES20.spec | 2 void glAttachShader ( GLuint program, GLuint shader ) 21 void glCompileShader ( GLuint shader ) 33 void glDeleteShader ( GLuint shader ) 38 void glDetachShader ( GLuint program, GLuint shader ) 69 void glGetShaderiv ( GLuint shader, GLenum pname, GLint *params ) 70 void glGetShaderInfoLog ( GLuint shader, GLsizei bufsize, GLsizei *length, char *infolog ) 72 void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) 88 GLboolean glIsShader ( GLuint shader ) 100 void glShaderSource ( GLuint shader )
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/frameworks/rs/java/tests/GenImages/src/com/android/rs/genimage/ |
GenImage.java | 83 // create a vertex shader type (GLES20.GL_VERTEX_SHADER) 84 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) 85 int shader = GLES20.glCreateShader(type); local 87 // add the source code to the shader and compile it 88 GLES20.glShaderSource(shader, shaderCode); 89 GLES20.glCompileShader(shader); 91 return shader; 219 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program 220 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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/development/ndk/platforms/android-17/samples/Teapot/jni/ |
TeapotRenderer.cpp | 52 //Load shader 207 // Create shader program 209 LOGI( "Created Shader %d", program ); 211 // Create and compile vertex shader 212 if( !ndk_helper::shader::CompileShader( &vert_shader, GL_VERTEX_SHADER, strVsh ) ) 214 LOGI( "Failed to compile vertex shader" ); 219 // Create and compile fragment shader 220 if( !ndk_helper::shader::CompileShader( &frag_shader, GL_FRAGMENT_SHADER, strFsh ) ) 222 LOGI( "Failed to compile fragment shader" ); 227 // Attach vertex shader to progra [all...] |
/external/deqp/framework/randomshaders/ |
rsgProgramGenerator.hpp | 4 * drawElements Quality Program Random Shader Generator 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
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/external/mesa3d/src/gallium/auxiliary/vl/ |
vl_idct.h | 35 /* shader based inverse distinct cosinus transformation 83 vl_idct_stage2_vert_shader(struct vl_idct *idct, struct ureg_program *shader, 87 vl_idct_stage2_frag_shader(struct vl_idct *idct, struct ureg_program *shader,
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/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_fs.h | 62 unsigned nr_samplers:8; /* actually derivable from just the shader */ 101 struct lp_fragment_shader *shader; member in struct:lp_fragment_shader_variant 125 /** Fragment shader input interpolation info */
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/external/mesa3d/src/glsl/ |
link_uniforms.cpp | 116 * If the same uniform is added multiple times (i.e., once for each shader 150 * Number of uniforms used in the current shader 162 * uniform for multiple shader targets, but in this case we want to 163 * count it for each shader target. 170 /* Accumulate the total number of uniform slots used by this shader. 227 struct gl_shader *shader, 233 &shader->UniformBlocks[var->uniform_block]; 238 shader->UniformBlocks[var->uniform_block].Name)) { 272 * that it was set while processing an earlier shader stage. For 273 * example, we may be processing the uniform in the fragment shader, bu [all...] |
/external/skia/bench/ |
ColorCubeBench.cpp | 66 SkShader* shader = MakeLinear(fSize); local 67 paint.setShader(shader); 70 shader->unref();
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/external/skia/gm/ |
verylargebitmap.cpp | 18 SkShader* shader = SkGradientShader::CreateRadial(center, radius, colors, NULL, 2, local 21 paint.setShader(shader)->unref(); 47 // exercises extract bitmap, but not shader
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/external/skia/src/core/ |
SkBlitter.cpp | 607 Sk3DShaderContext(const Sk3DShader& shader, const ContextRec& rec, 609 : INHERITED(shader, rec) 729 SkAutoTUnref<SkShader> shader(buffer.readShader()); 730 return SkNEW_ARGS(Sk3DShader, (shader)); 795 SkShader* shader = origPaint.getShader(); 804 shader3D = SkNEW_ARGS(Sk3DShader, (shader)); 807 shader = shader3D; 827 * color/shader/colorfilter, and just pretend we're SRC + color==0. This 832 shader = p->setShader(NULL); 838 if (NULL == shader) { [all...] |
/frameworks/base/libs/hwui/utils/ |
PaintUtils.h | 62 static bool isBlendedShader(const SkShader* shader) { 63 if (shader == nullptr) { 66 return !shader->isOpaque();
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/frameworks/base/packages/SystemUI/src/com/android/systemui/ |
BitmapHelper.java | 25 import android.graphics.Shader; 44 paint.setShader(new BitmapShader(input, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP));
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/frameworks/native/cmds/flatland/ |
GLHelper.cpp | 197 fprintf(stderr, "unknown shader name: \"%s\"\n", name); 306 GLuint shader = glCreateShader(shaderType); local 307 if (shader == 0) { 312 glShaderSource(shader, 1, &src, NULL); 313 glCompileShader(shader); 316 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 319 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 323 glGetShaderInfoLog(shader, infoLen, NULL, buf); 324 fprintf(stderr, "Shader compile log:\n%s\n", buf); 328 glDeleteShader(shader); [all...] |
/external/mesa3d/src/mesa/swrast/ |
s_atifragshader.c | 32 * State for executing ATI fragment shader. 307 * Execute the given fragment shader. 310 * \param shader - the shader to execute 316 execute_shader(struct gl_context *ctx, const struct ati_fragment_shader *shader, 332 for (pass = 0; pass < shader->NumPasses; pass++) { 336 texinst = &shader->SetupInst[pass][j]; 343 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) { 344 inst = &shader->Instructions[pass][pc]; 355 if (shader->LocalConstDef & (1 << (index - GL_CON_0_ATI))) 584 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local [all...] |
/external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/ |
OGLESShaderRenderer.java | 48 import com.jme3.shader.Attribute; 49 import com.jme3.shader.Shader; 50 import com.jme3.shader.Shader.ShaderSource; 51 import com.jme3.shader.Shader.ShaderType; 52 import com.jme3.shader.Uniform; 79 private Shader boundShader; 188 // TODO: When new versions of OpenGL ES shader language come out, [all...] |
/external/mesa3d/src/gallium/docs/source/ |
context.rst | 34 * :ref:`Shader`: These are create, bind and destroy methods for vertex, 46 * ``set_constant_buffer`` sets a constant buffer to be used for a given shader 83 These are the means to bind textures to shader stages. To create one, specify 105 fragment shader stage. Every binding point acquires a reference 112 shader stage. Every binding point acquires a reference to a respective 123 Shader Resources 126 Shader resources are textures or buffers that may be read or written 127 from a shader without an associated sampler. This means that they 131 Shader resources are specified for all the shader stages at once usin [all...] |
/external/mesa3d/src/gallium/auxiliary/util/ |
u_blitter.c | 66 void *vs; /**< Vertex shader which passes {pos, generic} to the output.*/ 67 void *vs_pos_only; /**< Vertex shader which passes pos to the output.*/ 70 /* The shader at index i outputs color to color buffers 0,1,...,i-1. */ 391 /* Vertex shader. */ 395 /* Geometry shader. */ 429 /* Fragment shader. */ 690 void **shader = &ctx->fs_texfetch_col_msaa[tex->target]; local 692 /* Create the fragment shader on-demand. */ 693 if (!*shader) { 697 *shader = util_make_fs_blit_msaa_color(pipe, tgsi_tex) 702 void **shader = &ctx->fs_texfetch_col[tex->target]; local 726 void **shader = &ctx->fs_texfetch_depth_msaa[tex->target]; local 739 void **shader = &ctx->fs_texfetch_depth[tex->target]; local 763 void **shader = &ctx->fs_texfetch_depthstencil_msaa[tex->target]; local 776 void **shader = &ctx->fs_texfetch_depthstencil[tex->target]; local 800 void **shader = &ctx->fs_texfetch_stencil_msaa[tex->target]; local 813 void **shader = &ctx->fs_texfetch_stencil[tex->target]; local [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
Constants.java | 19 public static final int SHADER = 1;
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/external/deqp/doc/testspecs/GLES3/ |
functional.shaders.linkage.txt | 43 Shader execution tests render a grid of quads filling entire viewport with 44 the shader being tested. Fragment shader includes a comparison against 48 Negative tests try to compile the given shader and expect compilation
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