/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
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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.
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/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
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/external/mesa3d/doxygen/ |
Makefile | 15 shader.doxy \
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/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 */
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/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;
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/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',
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/external/mesa3d/src/glsl/builtins/profiles/ |
110.vert | 7 * "The built-ins suffixed with "Lod" are only allowed in a vertex shader."
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/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
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/external/mesa3d/src/mesa/ |
descrip.mms | 10 set default [-.shader]
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/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.
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/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
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/external/mesa3d/src/mesa/swrast/ |
descrip.mms | 12 define shader [-.shader] 20 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
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/external/skia/example/ |
HelloWorld.cpp | 111 SkShader* shader = SkGradientShader::CreateLinear( local 114 SkAutoUnref shader_deleter(shader); 116 paint.setShader(shader); 121 // Detach shader
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/external/skia/include/effects/ |
SkTransparentShader.h | 21 TransparentShaderContext(const SkTransparentShader& shader, const ContextRec&);
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/external/skia/src/core/ |
SkFilterShader.h | 17 SkFilterShader(SkShader* shader, SkColorFilter* filter);
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/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
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/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();
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/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() {
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2movev.glsl | 5 // This is where actual shader code begins
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shaderv.glsl | 7 // This is where actual shader code begins
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