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  /external/deqp/doc/testspecs/GLES31/
functional.compute.basic.txt 19 Basic Compute Shader Tests
25 + Empty compute shader
26 + Single and multiple compute shader invocations (1 to 4k invocations)
62 compute shader. One or more (in API-level barrier tests) compute invocations
functional.shaders.opaque_type_indexing.txt 50 Opaque type indexing tests generate a shader that does multiple reads from a
55 the shader type.
58 fragment shader outputs, or written into a SSBO depending on the shader type.
  /external/deqp/modules/gles2/performance/
es2pShaderCompilationCases.cpp 21 * \brief Shader compilation performance tests.
77 // Texture size for the light shader and texture lookup shader cases.
285 static string getShaderInfoLog (const glw::Functions& gl, deUint32 shader)
291 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
293 gl.getShaderInfoLog(shader, infoLogLen + 1, DE_NULL, &infoLogBuf[0]);
349 // For the invalid shader compilation tests; what kind of invalidity a shader shall contain.
411 deUint32 getSpecializationID (int measurementNdx) const; // Return an ID that depends on the case ID, current measurement index and time; used to specialize attribute names etc. (avoid shader caching).
412 virtual ProgramContext generateShaderData (int measurementNdx) const = 0; // Generate shader sources and inputs. Attribute etc. names depend on above name specialization
    [all...]
  /external/deqp/modules/gles3/performance/
es3pShaderCompilationCases.cpp 21 * \brief Shader compilation performance tests.
77 // Texture size for the light shader and texture lookup shader cases.
285 static string getShaderInfoLog (const glw::Functions& gl, deUint32 shader)
291 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
293 gl.getShaderInfoLog(shader, infoLogLen + 1, DE_NULL, &infoLogBuf[0]);
349 // For the invalid shader compilation tests; what kind of invalidity a shader shall contain.
411 deUint32 getSpecializationID (int measurementNdx) const; // Return an ID that depends on the case ID, current measurement index and time; used to specialize attribute names etc. (avoid shader caching).
412 virtual ProgramContext generateShaderData (int measurementNdx) const = 0; // Generate shader sources and inputs. Attribute etc. names depend on above name specialization
    [all...]
  /external/llvm/test/CodeGen/R600/
call_fs.ll 17 attributes #0 = { "ShaderType"="1" } ; Vertex Shader
  /external/mesa3d/doxygen/
Makefile 15 shader.doxy \
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_context.h 106 /** Which vertex shader output slot contains color */
109 /** Which vertex shader output slot contains bcolor */
112 /** Which vertex shader output slot contains point size */
128 /** List of all fragment shader variants */
  /external/mesa3d/src/gallium/drivers/svga/
svga_pipe_fs.c 79 svga_bind_fs_state(struct pipe_context *pipe, void *shader)
81 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
89 void svga_delete_fs_state(struct pipe_context *pipe, void *shader)
92 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader;
  /external/mesa3d/src/gallium/state_trackers/xa/
xa_tgsi.c 42 /* Vertex shader:
56 /* Fragment shader:
599 void *shader = (void *)cso_hash_iter_data(iter); local
602 cso_delete_fragment_shader(cso, shader);
604 cso_delete_vertex_shader(cso, shader);
624 void *shader = 0; local
630 shader = create_vs(pipe, key);
632 shader = create_fs(pipe, key);
633 cso_hash_insert(hash, key, shader);
635 shader = (void *)cso_hash_iter_data(iter)
643 struct xa_shader shader = { NULL, NULL }; local
    [all...]
  /external/mesa3d/src/gallium/state_trackers/xorg/
xorg_exa_tgsi.c 18 /* Vertex shader:
32 /* Fragment shader:
627 void *shader = (void *)cso_hash_iter_data(iter); local
629 cso_delete_fragment_shader(cso, shader);
631 cso_delete_vertex_shader(cso, shader);
654 void *shader = 0; local
660 shader = create_vs(pipe, key);
662 shader = create_fs(pipe, key);
663 cso_hash_insert(hash, key, shader);
665 shader = (void *)cso_hash_iter_data(iter)
674 struct xorg_shader shader = { NULL, NULL }; local
    [all...]
  /external/mesa3d/src/gallium/tests/graw/
SConscript 27 'shader-leak',
  /external/mesa3d/src/glsl/builtins/profiles/
110.vert 7 * "The built-ins suffixed with "Lod" are only allowed in a vertex shader."
  /external/mesa3d/src/glsl/
lower_discard_flow.cpp 26 * Implements the GLSL 1.30 revision 9 rule for fragment shader
29 * "Control flow exits the shader, and subsequent implicit or
35 * the shader" sounds like the discarded fragments should effectively
36 * jump to the end of the shader, but that breaks derivatives in the
  /external/mesa3d/src/mesa/
descrip.mms 10 set default [-.shader]
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vs.h 52 * shader uses clip planes or gl_ClipDistance.
57 * How many user clipping planes are being uploaded to the vertex shader as
63 * True if the shader uses gl_ClipDistance, regardless of whether any clip
73 * value is zero to avoid provoking unnecessary shader recompiles.
  /external/mesa3d/src/mesa/main/
arrayobj.h 90 /** Returns the bitmask of all enabled arrays in nv shader mode.
92 * In nv shader mode, the nv generic arrays take precedence over
102 /** Returns the bitmask of all enabled arrays in arb/glsl shader mode.
104 * In arb/glsl shader mode all the fixed function and the arb/glsl generic
  /external/mesa3d/src/mesa/swrast/
descrip.mms 12 define shader [-.shader]
20 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/skia/example/
HelloWorld.cpp 111 SkShader* shader = SkGradientShader::CreateLinear( local
114 SkAutoUnref shader_deleter(shader);
116 paint.setShader(shader);
121 // Detach shader
  /external/skia/include/effects/
SkTransparentShader.h 21 TransparentShaderContext(const SkTransparentShader& shader, const ContextRec&);
  /external/skia/src/core/
SkFilterShader.h 17 SkFilterShader(SkShader* shader, SkColorFilter* filter);
  /external/skia/src/gpu/gl/
GrGLProcessor.h 16 This file contains specializations for OpenGL of the shader stages declared in
35 * Passed to GrGLProcessors so they can add transformed coordinates to their shader code.
41 * Passed to GrGLProcessors so they can add texture reads to their shader code.
81 shader will be in its own block ({}) and so locally scoped names will not collide across
  /external/skia/src/views/
SkParsePaint.cpp 16 if ((node = dom.getFirstChild(node, "shader")) == NULL)
106 SkShader* shader = inflate_shader(dom, node); local
107 if (shader)
108 paint->setShader(shader)->unref();
  /frameworks/base/graphics/java/android/graphics/
SweepGradient.java 19 public class SweepGradient extends Shader {
38 * A subclass of Shader that draws a sweep gradient around a center point.
69 * A subclass of Shader that draws a sweep gradient around a center point.
89 protected Shader copy() {
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2movev.glsl 5 // This is where actual shader code begins
shaderv.glsl 7 // This is where actual shader code begins

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