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  /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);
  /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);
  /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);
  /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
  /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()));
  /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);
  /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 )
  /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
  /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
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  /external/deqp/framework/randomshaders/
rsgProgramGenerator.hpp 4 * drawElements Quality Program Random Shader Generator
39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
  /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,
  /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 */
  /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
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  /external/skia/bench/
ColorCubeBench.cpp 66 SkShader* shader = MakeLinear(fSize); local
67 paint.setShader(shader);
70 shader->unref();
  /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
  /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) {
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  /frameworks/base/libs/hwui/utils/
PaintUtils.h 62 static bool isBlendedShader(const SkShader* shader) {
63 if (shader == nullptr) {
66 return !shader->isOpaque();
  /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));
  /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);
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  /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
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  /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,
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  /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
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  /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
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  /cts/tests/tests/opengl/src/android/opengl/cts/
Constants.java 19 public static final int SHADER = 1;
  /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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