/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 [all...] |
/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 [all...] |
/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:
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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) [all...] |
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++;
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/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);
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/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) {
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/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
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/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 [all...] |
/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)); [all...] |
/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).
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/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
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/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
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/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
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/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
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/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
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/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 [all...] |
/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 */
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/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);
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/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);
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/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);
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/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
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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
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/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 [all...] |