/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; [all...] |
/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 */
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/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;
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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)",
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/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() {
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/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 [all...] |
/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);
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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);
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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);
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/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") [all...] |
/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) [all...] |
/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) [all...] |
/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; [all...] |
/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; [all...] |
/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; [all...] |
/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; [all...] |
/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; [all...] |
/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; [all...] |
/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) [all...] |
/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) [all...] |
/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()); [all...] |
/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; [all...] |
/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 [all...] |
/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; [all...] |
/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; [all...] |