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  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2movev.glsl 5 // This is where actual shader code begins
shaderv.glsl 7 // This is where actual shader code begins
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dcompiler.h 68 const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
71 const char *target, UINT sflags, UINT eflags, ID3DBlob **shader, ID3DBlob **error_messages);
115 ID3DBlob **shader, ID3DBlob **error_messages);
118 ID3DBlob **shader, ID3DBlob **error_messages);
  /external/skia/include/gpu/
GrXferProcessor.h 87 * Barriers for blending. When a shader reads the dst directly, an Xfer barrier is sometimes
91 kTexture_GrXferBarrierType, //<! Required when a shader reads and renders to the same texture.
97 * color. It does this by emitting fragment shader code and controlling the fixed-function blend
98 * state. The inputs to its shader code are the final computed src color and fractional pixel
99 * coverage. The GrXferProcessor's shader code writes the fragment shader output color that goes
101 * seconday fragment shader output color. When allowed by the backend API, the GrXferProcessor may
207 * shader. If the returned texture is NULL then the XP is either not reading the dst or we have
213 * Returns the offset into the DstCopyTexture to use when reading it in the shader. This value
237 generate the same shader code. To test for identical code generation use getGLProcessorKey*
    [all...]
  /frameworks/native/opengl/tests/gl2_copyTexImage/
gl2_copyTexImage.cpp 77 GLuint shader = glCreateShader(shaderType); local
78 if (shader) {
79 glShaderSource(shader, 1, &pSource, NULL);
80 glCompileShader(shader);
82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
85 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
89 glGetShaderInfoLog(shader, infoLen, NULL, buf);
90 fprintf(stderr, "Could not compile shader %d:\n%s\n",
94 glDeleteShader(shader);
95 shader = 0
    [all...]
  /external/deqp/modules/gles3/functional/
es3fNegativeShaderApiTests.cpp 21 * \brief Negative Shader API tests.
84 : TestCaseGroup(context, "shader", "Negative Shader API Cases")
94 // Shader control commands
105 // \note Shader compilation must be supported.
107 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
113 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
114 glShaderSource(shader, -1, 0, 0);
118 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader object.")
    [all...]
  /external/deqp/executor/
CMakeLists.txt 72 add_executable(extract-shader-programs tools/xeExtractShaderPrograms.cpp)
73 target_link_libraries(extract-shader-programs xecore)
  /external/deqp/framework/randomshaders/
rsgDefs.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Random shader generator base definitions.
rsgParameters.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Shader generator parameters.
  /external/deqp/modules/gles31/functional/
es31fFunctionalTests.cpp 132 : TestCaseGroup(context, "builtin_var", "Shader Built-in Variable Tests")
170 addChild(new ShaderLibraryTest(m_context, "linkage_geometry.test", "geometry", "Geometry shader"));
171 addChild(new ShaderLibraryTest(m_context, "linkage_tessellation.test", "tessellation", "Tessellation shader"));
172 addChild(new ShaderLibraryTest(m_context, "linkage_tessellation_geometry.test", "tessellation_geometry", "Tessellation and geometry shader"));
173 addChild(new ShaderLibraryTest(m_context, "linkage_shader_storage_block.test", "shader_storage_block", "Shader storage blocks"));
174 addChild(new ShaderLibraryTest(m_context, "linkage_io_block.test", "io_block", "Shader io blocks"));
208 : TestCaseGroup(context, "compute", "Compute Shader Tests")
224 : TestCaseGroup(context, "ssbo", "Shader Storage Buffer Object Tests")
es31fProgramInterfaceDefinitionUtil.hpp 96 bool matchesFilter (const ProgramInterfaceDefinition::Shader* shader) const;
173 bool shaderContainsIOBlocks (const ProgramInterfaceDefinition::Shader* shader);
180 ProgramInterfaceDefinition::ShaderResourceUsage getShaderResourceUsage (const ProgramInterfaceDefinition::Program* program, const ProgramInterfaceDefinition::Shader* shader);
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
Attribute.java 33 package com.jme3.shader;
36 * An attribute is a shader variable mapping to a VertexBuffer data
  /external/mesa3d/src/gallium/auxiliary/util/
u_caps.h 58 #define UTIL_CHECK_SHADER(shader, cap, higher) \
59 UTIL_CAPS_CHECK_SHADER, (PIPE_SHADER_##shader << 24) | PIPE_SHADER_CAP_##cap, (unsigned)(higher)
  /external/mesa3d/src/gallium/drivers/r300/
r300_vs.h 43 /* Whether the shader was replaced by a dummy one due to a shader
  /external/mesa3d/src/gallium/drivers/rbug/
rbug_context.h 49 struct rbug_shader *shader[PIPE_SHADER_TYPES]; member in struct:rbug_context::__anon16485
68 struct rbug_shader *shader[PIPE_SHADER_TYPES]; member in struct:rbug_context::__anon16486
  /external/mesa3d/src/gallium/drivers/svga/
svga_pipe_sampler.c 153 unsigned shader,
161 assert(shader < PIPE_SHADER_TYPES);
164 /* we only support fragment shader samplers at this time */
165 if (shader != PIPE_SHADER_FRAGMENT)
234 unsigned shader,
244 assert(shader < PIPE_SHADER_TYPES);
247 /* we only support fragment shader sampler views at this time */
248 if (shader != PIPE_SHADER_FRAGMENT)
  /external/skia/gm/
discard.cpp 69 SkColorShader shader(color);
71 paint.setShader(&shader);
transparency.cpp 34 SkAutoTUnref<SkShader> shader(SkGradientShader::CreateLinear(
38 p.setShader(shader);
  /external/skia/samplecode/
SampleRepeatTile.cpp 40 SkShader* shader = SkShader::CreateBitmapShader(bm, tm, tm); local
41 paint->setShader(shader)->unref();
  /frameworks/base/libs/hwui/
SkiaShader.h 38 * Type of Skia shader in use.
90 static void store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
mesh_test.rs 49 // Default vertex shader
64 // Fragment shader with texture
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Shader.java 33 public abstract class Shader extends SceneGraphBase {
46 public Shader() {
  /external/deqp/doc/testspecs/GLES31/
functional.uniform_location.txt 30 + Linkage with locations defined in the vertex shader, fragment shader, both or neither
42 All cases create a shader with suitable uniforms, some of which have layout
43 qualifiers with a location specified. Locations of all uniforms in the shader
47 The shader contains hardcoded comparisons to these randomized values for each
50 shader is verified to be fully white.
  /external/mesa3d/docs/
WL_bind_wayland_display.spec 115 in the shader. The naming conventions separates planes by _ and
125 shader. Alpha channel is not valid.
129 shader.
135 the shader, U from the second plane to r, and V from
140 the shader, U and V from the second plane to rg.
144 the shader, U and V from the second plane to g and a.
  /external/mesa3d/src/gallium/auxiliary/tgsi/
tgsi_transform.c 97 * Apply user-defined transformations to the input shader to produce
98 * the output shader.
113 /* input shader */
116 /* output shader */
132 ** Setup to begin parsing input shader
145 ** Setup output shader

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