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  /frameworks/base/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/
rsrenderstates.rs 63 // Custom vertex shader compunents
68 // Export these out to easily set the inputs to shader
166 // Fragment shader with texture
204 rsgDrawText("Texture shader", 10, 50);
205 rsgDrawText("Alpha-blended texture shader", 10, 280);
206 rsgDrawText("Flat color shader", 100, 450);
262 // Fragment shader with texture
282 // Fragment shader with texture
340 // Fragment shader with texture
422 // Update fragmetn shader constant
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  /external/mesa3d/src/gallium/state_trackers/vega/
api_filters.c 119 struct vg_shader *shader = local
122 return shader;
129 struct vg_shader *shader; local
133 shader = shader_create_from_text(ctx->pipe, buffer, 200,
136 return shader;
141 struct vg_shader *shader = local
145 return shader;
153 struct vg_shader *shader; local
172 shader = shader_create_from_text(ctx->pipe, buffer, 200,
175 return shader;
181 struct vg_shader *shader; local
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_private.h 91 /* maximum number of shader variants we can cache */
186 /** constant buffers (for vertex/geometry shader) */
236 /** Vertex shader state */
265 /** Geometry shader state */
281 /** Fragment shader state */
313 * Note that we have arrays indexed by shader type. At this time
364 * Vertex shader code:
draw_context.c 382 assert(0 && "invalid shader type in draw_set_mapped_constant_buffer");
454 * Allocate an extra vertex/geometry shader vertex attribute, if it doesn't
500 * If a geometry shader is present, return its info, else the vertex shader's
520 * to track the current vertex/geometry shader.
556 * Return total number of the shader outputs. This function is similar to
561 * If geometry shader is present, its output will be returned,
562 * if not vertex shader is used.
584 uint shader,
588 if (shader == PIPE_SHADER_VERTEX)
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draw_pt_fetch_shade_pipeline_llvm.c 68 struct llvm_vertex_shader *shader = local
81 const unsigned nr = MAX2( shader->base.info.num_inputs,
82 shader->base.info.num_outputs + 1 );
125 /* Search shader's list of variants for the key */
126 li = first_elem(&shader->variants);
127 while (!at_end(&shader->variants, li)) {
128 if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) {
165 insert_at_head(&shader->variants, &variant->list_item_local);
168 shader->variants_cached++;
  /external/mesa3d/src/glsl/
lower_ubo_reference.cpp 46 lower_ubo_reference_visitor(struct gl_shader *shader)
47 : shader(shader)
58 struct gl_shader *shader; member in class:__anon16825::lower_ubo_reference_visitor
86 struct gl_uniform_block *block = &shader->UniformBlocks[uniform_block];
300 lower_ubo_reference(struct gl_shader *shader, exec_list *instructions)
302 lower_ubo_reference_visitor v(shader);
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_wm_state.c 157 * Override for NULL depthbuffer case, required by the Pixel Shader Computed
169 * If using the fragment shader backend, the program is always
172 if (ctx->Shader._CurrentFragmentProgram) {
173 struct brw_shader *shader = (struct brw_shader *) local
174 ctx->Shader._CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT];
176 if (shader != NULL && shader->ir != NULL) {
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
torus_test.rs 33 // Custom vertex shader compunents
122 // Fragment shader with texture
182 // Update fragment shader constants
210 // Update vertex shader constants
225 // Fragment shader with texture
239 // Update vertex shader constants
260 // Fragment shader with texture
  /external/deqp/data/gles31/shaders/
linkage_geometry.test 6 desc "Geometry shader input type mismatch"
50 desc "Geometry shader output type mismatch"
91 desc "Geometry shader input precision mismatch"
134 desc "Geometry shader output precision mismatch"
174 desc "Geometry shader input has no matching output"
216 desc "Geometry shader has no output for an input"
255 desc "Geometry shader has no input for an output"
297 desc "Geometry shader has output without an matching input"
336 desc "Geometry shader input is explicitly sized array"
379 desc "Geometry shader has no input for an output
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  /cts/tests/tests/openglperf/src/android/openglperf/cts/
PlanetsRenderer.java 77 private int mProgram; // shader program
271 // simple shader with MVP matrix and text coord
287 // simple shader with one texture for color
300 int shader = GLES20.glCreateShader(shaderType); local
301 if (shader != 0) {
302 GLES20.glShaderSource(shader, source);
303 GLES20.glCompileShader(shader);
305 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
307 Log.e(TAG, "Could not compile shader " + shaderType + ":");
308 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
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  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state_derived.c 85 * Loop over fragment shader inputs, searching for the matching output
86 * from the vertex shader.
256 /* This would be the logical place to pass the fragment shader
260 * In principle, the draw's fragment shader should be per-variant
261 * but that doesn't work. So we use a single draw fragment shader
262 * per fragment shader, not per variant.
301 * the fragment shader changes.
304 * the fragment shader (we need to use a unit not otherwise used by the
305 * shader).
  /packages/screensavers/Basic/src/com/android/dreams/basic/
ColorsGLRenderer.java 262 int shader = glCreateShader(type); local
264 glShaderSource(shader, source);
267 glCompileShader(shader);
271 glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0);
273 String error = glGetShaderInfoLog(shader);
274 Log.d(TAG, "Error while compiling shader:\n" + error);
275 glDeleteShader(shader);
279 return shader;
388 // get handle to vertex shader's a_position member
  /development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/
Square.java 32 // the coordinates of the objects that use this vertex shader
101 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
102 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
116 // get handle to vertex shader's vPosition member
128 // get handle to fragment shader's vColor member
  /external/deqp/doc/testspecs/GLES2/
stress.long.txt 29 + Shader program
49 that its shader programs compile successfully).
56 compiled, attribute, uniform and varying names in the shader sources may
57 be mangled with a unique suffix, thus attempting to avoid shader caching.
81 - Vertex and fragment shader sources
  /external/deqp/doc/testspecs/GLES3/
functional.ubo.txt 57 subsets are computed: uniforms accessed from vertex shader and uniforms accessed
58 from fragment shader respectively. The uniform sets are either specified manually
62 is in "used set" is read and compared against expected value in the shader. Final
64 otherwise. Vertex shader result controls green channel: output is 1 if values were
65 correct and 0 otherwise. Fragment shader result controls blue channel in the same
  /external/deqp/doc/testspecs/GLES31/
functional.separate_shader.txt 19 Separate shader object tests
30 + Interface compatibility between shader stages
60 returns the correct programs for vertex and shader stages.
68 single-shader program. A triangle is drawn with the pipeline and the
78 In the "create_shader_program.*" test cases the single-shader programs in
  /external/mesa3d/src/gallium/docs/source/
screen.rst 37 * ``PIPE_CAP_TEXTURE_SHADOW_MAP``: indicates whether the fragment shader hardware
52 * ``PIPE_CAP_SM3``: Whether the vertex shader and fragment shader support equivalent
53 opcodes to the Shader Model 3 specification. XXX oh god this is horrible
57 the vertex and fragment shader, inclusive.
80 written from a fragment shader.
82 in the vertex shader.
93 outputting unclamped vertex colors from a vertex shader. If unsupported,
96 clamping vertex colors when they come out of a vertex shader, as specified
102 shader
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  /external/mesa3d/src/mesa/state_tracker/
st_program.h 74 /** Driver's compiled shader */
112 * the inputs of a particular fragment shader.
117 * shader:
122 * TGSI tokens (to later generate a 'draw' module shader for
127 /** Driver's compiled shader */
  /frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/
ViewFilter.java 131 protected void setupShader(ImageShader shader, Rect frameRect, Rect outputRect) {
132 shader.setTargetRect(getTargetRect(frameRect, outputRect));
133 shader.setClearsOutput(true);
134 shader.setClearColor(mClearColor);
136 shader.setSourceRect(0f, 1f, 1f, -1f);
  /packages/apps/Gallery2/src/com/android/gallery3d/filtershow/category/
IconView.java 30 import android.graphics.Shader;
229 Shader shader = new LinearGradient(0, start, 0, end, startColor, local
230 endColor, Shader.TileMode.CLAMP);
231 mPaint.setShader(shader);
  /packages/apps/Gallery2/src/com/android/gallery3d/filtershow/colorpicker/
ColorRectView.java 26 import android.graphics.Shader;
148 mBorder, 0, mWidth - mBorder, 0, wheelColor, null, Shader.TileMode.CLAMP);
152 0, mBorder, 0, mHeight - mBorder, colors, null, Shader.TileMode.CLAMP);
155 0, mBorder, 0, mHeight - mBorder, colors2, null, Shader.TileMode.CLAMP);
193 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP);
  /platform_testing/tests/perf/PerformanceLaunch/src/com/android/performanceLaunch/helper/
Square.java 34 // the coordinates of the objects that use this vertex shader
108 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
109 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
122 // get handle to vertex shader's vPosition member
134 // get handle to fragment shader's vColor member
Triangle.java 33 // the coordinates of the objects that use this vertex shader
97 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
98 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
112 // get handle to vertex shader's vPosition member
124 // get handle to fragment shader's vColor member
  /external/mesa3d/src/mesa/program/
ir_to_mesa.cpp     [all...]
  /external/deqp/modules/gles2/functional/
es2fShaderInvarianceTests.cpp 116 * \brief Vertex shader invariance test
118 * Test vertex shader invariance by drawing a test pattern two times, each
119 * time with a different shader. Shaders have set identical values to
186 throw tcu::TestError("Test shader compile failed.");
193 throw tcu::TestError("Test shader compile failed.");
198 << tcu::TestLog::Message << "Shader 1:" << tcu::TestLog::EndMessage
200 << tcu::TestLog::Message << "Shader 2:" << tcu::TestLog::EndMessage
275 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); local
276 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input");
277 const glw::GLint colorLoc = gl.getUniformLocation(shader.getProgram(), "u_color")
317 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); local
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