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  /external/mesa3d/src/gallium/drivers/i915/
i915_state.c 578 /* The shader's compiled to i915 instructions here */
585 i915_fixup_bind_fs_state(struct pipe_context *pipe, void *shader)
589 if (i915->saved_fs == shader)
592 i915->saved_fs = shader;
594 i915->saved_bind_fs_state(pipe, shader);
598 i915_bind_fs_state(struct pipe_context *pipe, void *shader)
602 if (i915->fs == shader)
605 i915->fs = (struct i915_fragment_shader*) shader;
613 void i915_delete_fs_state(struct pipe_context *pipe, void *shader)
615 struct i915_fragment_shader *ifs = (struct i915_fragment_shader *) shader;
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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_rast.h 63 /* State for the shader. This also contains state which feeds into
64 * the fragment shader, such as blend color and alpha ref value.
68 /* The shader itself. Probably we also need to pass a pointer to
76 * Coefficients necessary to run the shader at a given location.
107 * plus inputs to run the shader:
118 /* inputs for the shader */
  /external/mesa3d/src/gallium/drivers/svga/
svga_pipe_vs.c 107 /* substitute a debug shader?
119 * debug shader.
137 static void svga_bind_vs_state(struct pipe_context *pipe, void *shader)
139 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
147 static void svga_delete_vs_state(struct pipe_context *pipe, void *shader)
150 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader;
svga_state_vs.c 71 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
111 /* some problem during translation, try the dummy shader */
117 debug_printf("Failed to compile vertex shader, using dummy shader instead.\n");
211 "vertex shader (hwtnl)",
  /frameworks/base/graphics/java/android/graphics/
RadialGradient.java 22 public class RadialGradient extends Shader {
43 /** Create a shader that draws a radial gradient given the center and radius.
52 @param tileMode The Shader tiling mode
75 /** Create a shader that draws a radial gradient given the center and radius.
81 @param tileMode The Shader tiling mode
102 protected Shader copy() {
  /frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/
ImageShader.java 32 * Convenience class to perform GL shader operations on image data.
34 * The ImageShader class greatly simplifies the task of running GL shader language kernels over
246 ImageShader shader = RenderTarget.currentTarget().getIdentityShader(); local
247 shader.process(texture, target, width, height);
312 throw new RuntimeException("Unknown attribute '" + name + "' in shader program!");
618 // Assign the texture uniform in the shader to unit i
623 throw new RuntimeException("Shader does not seem to support " + sources.length
641 // If attribute does not exist, simply do nothing (may be custom shader).
653 // If attribute does not exist, simply do nothing (may be custom shader).
671 throw new RuntimeException("Attempting to execute invalid shader-program!")
688 int shader = GLES20.glCreateShader(shaderType); local
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  /packages/apps/Gallery2/src/com/android/gallery3d/filtershow/colorpicker/
ColorBrightnessView.java 27 import android.graphics.Shader;
92 BitmapShader bs = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
137 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP);
159 Shader sg = new LinearGradient(
161 color1, color2, Shader.TileMode.CLAMP);
ColorOpacityView.java 28 import android.graphics.Shader;
97 BitmapShader bs = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
142 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP);
160 Shader sg = new LinearGradient(
161 mBorder, mBorder, mWidth - mBorder, mBorder, color1, color2, Shader.TileMode.CLAMP);
ColorSaturationView.java 27 import android.graphics.Shader;
92 BitmapShader bs = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
137 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP);
158 Shader sg = new LinearGradient(
160 color1, color2, Shader.TileMode.CLAMP);
  /external/deqp/modules/gles31/functional/
es31fShaderStateQueryTests.cpp 21 * \brief Shader state query tests
120 result.fail("could not build shader");
404 deUint32 shader = 0; local
409 m_testCtx.getLog() << tcu::TestLog::Message << "Trying to compile broken shader source." << tcu::TestLog::EndMessage;
411 shader = gl.glCreateShader(glu::getGLShaderType(m_shaderType));
412 GLS_COLLECT_GL_ERROR(result, gl.glGetError(), "create shader");
414 gl.glShaderSource(shader, 1, &s_brokenSource, DE_NULL);
415 gl.glCompileShader(shader);
418 gl.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
422 verifyInfoLogQuery(result, gl, logLen, shader, &glu::CallLogWrapper::glGetShaderInfoLog, "glGetShaderInfoLog")
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  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dx9shader.h 276 ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
278 ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
282 ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
284 ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
288 ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages);
292 ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
296 ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
299 ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
304 ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table);
307 ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table)
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  /device/generic/goldfish/opengl/system/GLESv2_enc/
gl2_entry.cpp 10 void glAttachShader(GLuint program, GLuint shader);
29 void glCompileShader(GLuint shader);
41 void glDeleteShader(GLuint shader);
46 void glDetachShader(GLuint program, GLuint shader);
76 void glGetShaderiv(GLuint shader, GLenum pname, GLint* params);
77 void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
79 void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
95 GLboolean glIsShader(GLuint shader);
107 void glShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
215 void glShaderString(GLuint shader, const GLchar* string, GLsizei len)
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  /cts/apps/CtsVerifier/src/com/android/cts/verifier/sensors/
CtsMediaTextureRender.java 188 * Replaces the fragment shader.
199 int shader = GLES20.glCreateShader(shaderType); local
201 GLES20.glShaderSource(shader, source);
202 GLES20.glCompileShader(shader);
204 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
206 Log.e(TAG, "Could not compile shader " + shaderType + ":");
207 Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
208 GLES20.glDeleteShader(shader);
209 shader = 0;
211 return shader;
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  /cts/tests/tests/graphics/src/android/opengl/cts/
CompressedTextureSurfaceView.java 368 int shader = GLES20.glCreateShader(shaderType); local
369 if (shader != 0) {
370 GLES20.glShaderSource(shader, source);
371 GLES20.glCompileShader(shader);
373 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
375 Log.e(TAG, "Could not compile shader " + shaderType + ":");
376 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
377 GLES20.glDeleteShader(shader);
378 shader = 0;
381 return shader;
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  /cts/tests/tests/media/src/android/media/cts/
TextureRender.java 184 * Replaces the fragment shader.
195 int shader = GLES20.glCreateShader(shaderType); local
197 GLES20.glShaderSource(shader, source);
198 GLES20.glCompileShader(shader);
200 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
202 Log.e(TAG, "Could not compile shader " + shaderType + ":");
203 Log.e(TAG, " " + GLES20.glGetShaderInfoLog(shader));
204 GLES20.glDeleteShader(shader);
205 shader = 0;
207 return shader;
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  /cts/tests/tests/mediastress/src/android/mediastress/cts/
SurfaceTextureRenderer.java 245 int shader = GLES20.glCreateShader(shaderType); local
246 if (shader != 0) {
247 GLES20.glShaderSource(shader, source);
248 GLES20.glCompileShader(shader);
250 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
252 Log.e(TAG, "Could not compile shader " + shaderType + ":");
253 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
254 GLES20.glDeleteShader(shader);
255 shader = 0;
258 return shader;
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  /development/ndk/platforms/android-14/samples/native-media/src/com/example/nativemedia/
MyGLSurfaceView.java 224 int shader = GLES20.glCreateShader(shaderType); local
225 if (shader != 0) {
226 GLES20.glShaderSource(shader, source);
227 GLES20.glCompileShader(shader);
229 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
231 Log.e(TAG, "Could not compile shader " + shaderType + ":");
232 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
233 GLES20.glDeleteShader(shader);
234 shader = 0;
237 return shader;
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  /development/ndk/platforms/android-21/samples/native-codec/src/com/example/nativecodec/
MyGLSurfaceView.java 240 int shader = GLES20.glCreateShader(shaderType); local
241 if (shader != 0) {
242 GLES20.glShaderSource(shader, source);
243 GLES20.glCompileShader(shader);
245 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
247 Log.e(TAG, "Could not compile shader " + shaderType + ":");
248 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
249 GLES20.glDeleteShader(shader);
250 shader = 0;
253 return shader;
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  /external/deqp/modules/gles2/functional/
es2fDepthTests.cpp 204 DepthShader shader;
205 deUint32 shaderID = context.createProgram(&shader);
219 shader.setColor(context, shaderID, red);
222 shader.setColor(context, shaderID, green);
227 shader.setColor(context, shaderID, red);
230 shader.setColor(context, shaderID, green);
235 shader.setColor(context, shaderID, red);
238 shader.setColor(context, shaderID, green);
243 shader.setColor(context, shaderID, red);
246 shader.setColor(context, shaderID, green)
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  /external/deqp/modules/gles3/functional/
es3fDepthTests.cpp 207 DepthShader shader;
208 deUint32 shaderID = context.createProgram(&shader);
222 shader.setColor(context, shaderID, red);
225 shader.setColor(context, shaderID, green);
230 shader.setColor(context, shaderID, red);
233 shader.setColor(context, shaderID, green);
238 shader.setColor(context, shaderID, red);
241 shader.setColor(context, shaderID, green);
246 shader.setColor(context, shaderID, red);
249 shader.setColor(context, shaderID, green)
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  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
DesktopAssetManager.java 41 import com.jme3.shader.Shader;
42 import com.jme3.shader.ShaderKey;
382 * Load a vertex/fragment shader combo.
387 public Shader loadShader(ShaderKey key){
390 Shader s = (Shader) cache.getFromCache(key);
398 s = new Shader(key.getLanguage());
399 s.addSource(Shader.ShaderType.Vertex, vertName, vertSource, key.getDefines().getCompiled());
400 s.addSource(Shader.ShaderType.Fragment, fragName, fragSource, key.getDefines().getCompiled());
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  /external/skia/src/core/
SkBitmapProcShader.cpp 116 const SkBitmapProcShader& shader, const ContextRec& rec, SkBitmapProcState* state)
117 : INHERITED(shader, rec)
319 SkShader* shader; local
323 shader = SkNEW(SkEmptyShader);
325 shader = allocator->createT<SkEmptyShader>();
330 shader = SkNEW_ARGS(SkColorShader, (color));
332 shader = allocator->createT<SkColorShader>(color);
336 shader = SkNEW_ARGS(SkBitmapProcShader, (src, tmx, tmy, localMatrix));
338 shader = allocator->createT<SkBitmapProcShader>(src, tmx, tmy, localMatrix);
341 return shader;
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  /external/skia/src/gpu/gl/builders/
GrGLProgramBuilder.h 45 uniform should be accessible. At least one bit must be set. Geometry shader uniforms are not
140 * need to take an attribute and pass it through to an output value in a fragment shader, use
150 * the fragment shader. Though this call effects both the vertex shader and fragment shader,
151 * it expects 'output' to be defined in the fragment shader before this call is made.
215 * each of the elements of the shader pipeline, ie vertex, fragment, geometry, etc, lives in those
223 /** Generates a shader program.
290 // Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
338 // fragment shader are cleared
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  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
GLDepthTestActivity.java 265 int shader = GLES20.glCreateShader(shaderType); local
266 if (shader != 0) {
267 GLES20.glShaderSource(shader, source);
268 GLES20.glCompileShader(shader);
270 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
272 Log.e(TAG, "Could not compile shader " + shaderType + ":");
273 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
274 GLES20.glDeleteShader(shader);
275 shader = 0;
278 return shader;
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  /frameworks/wilhelm/tests/native-media/src/com/example/nativemedia/
MyGLSurfaceView.java 236 int shader = GLES20.glCreateShader(shaderType); local
237 if (shader != 0) {
238 GLES20.glShaderSource(shader, source);
239 GLES20.glCompileShader(shader);
241 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
243 Log.e(TAG, "Could not compile shader " + shaderType + ":");
244 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
245 GLES20.glDeleteShader(shader);
246 shader = 0;
249 return shader;
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