/external/deqp/modules/gles3/functional/ |
es3fShaderInvarianceTests.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...] |
/external/mesa3d/src/mesa/program/ |
prog_print.c | 938 fprintf(f, "# Vertex Program/Shader %u\n", prog->Id); 947 fprintf(f, "# Fragment Program/Shader %u\n", prog->Id); 950 fprintf(f, "# Geometry Shader\n"); 1095 * Write shader and associated info to a file. 1098 _mesa_write_shader_to_file(const struct gl_shader *shader) 1104 if (shader->Type == GL_FRAGMENT_SHADER) 1106 else if (shader->Type == GL_VERTEX_SHADER) 1111 _mesa_snprintf(filename, sizeof(filename), "shader_%u.%s", shader->Name, type); 1118 fprintf(f, "/* Shader %u source, checksum %u */\n", shader->Name, shader->SourceChecksum) [all...] |
/frameworks/base/media/mca/filterfw/native/core/ |
shader_program.cpp | 262 // Compile vertex shader 266 ALOGE("Shader compilation failed!"); 270 // Compile fragment shader 289 ALOGE("Could not link shader program!"); 299 // Create shader 300 GLuint shader = glCreateShader(shader_type); local 301 if (shader) { 303 glShaderSource(shader, 1, &source, NULL); 304 glCompileShader(shader); 308 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled) [all...] |
/external/deqp/modules/egl/ |
teglGLES2SharingThreadedTests.cpp | 73 class Shader; 89 SharedPtr<Shader> popShader (int index); 90 const SharedPtr<Shader> getShader (int index) const { return m_shaders[index]; } 91 void addShader (SharedPtr<Shader> shader) { m_shaders.push_back(shader); } 102 std::vector<SharedPtr<Shader> > m_shaders; 124 SharedPtr<Shader> GLES2ResourceManager::popShader (int index) 126 SharedPtr<Shader> shader = m_shaders[index] local 1319 GLuint shader; member in class:deqp::egl::GLES2ThreadTest::Shader 1358 GLuint shader = 0; local 1388 GLuint shader = m_shader->shader; local 2360 SharedPtr<GLES2ThreadTest::Shader> shader = m_threads[threadNdx]->context->resourceManager->getShader(shaderNdx); local 2666 SharedPtr<GLES2ThreadTest::Shader> shader; local 2674 SharedPtr<GLES2ThreadTest::Shader> shader; local 2701 SharedPtr<GLES2ThreadTest::Shader> shader = m_threads[threadNdx]->context->resourceManager->popShader(destroyableShaderNdx); local 2709 SharedPtr<GLES2ThreadTest::Shader> shader = m_threads[threadNdx]->context->resourceManager->popShader(definedShaderNdx); local 2730 SharedPtr<GLES2ThreadTest::Shader> shader = m_threads[threadNdx]->context->resourceManager->popShader(attachShaderNdx); local 3457 SharedPtr<GLES2ThreadTest::Shader> shader; local [all...] |
/external/mesa3d/src/gallium/docs/ |
d3d11ddi.txt | 20 The Windows Driver Kit contains the actual headers, as well as shader bytecode documentation. 30 d3d{10,11}TokenizedProgramFormat.hpp contains the shader bytecode definitions: this is not available on MSDN. 31 d3d9types.h contains DX9 shader bytecode, and DX9 types 42 CS = compute shader: OpenCL-like shader 43 DS = domain shader: tessellation evaluation shader 44 HS = hull shader: tessellation control shader 48 PS = pixel shader: fragment shade [all...] |
/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
Vertices.java | 54 Shader s = new BitmapShader(bm, Shader.TileMode.CLAMP, 55 Shader.TileMode.CLAMP);
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/device/lge/hammerhead/ |
BoardConfig.mk | 31 # Shader cache config options 36 # Maximum GLES shader cache size for each app to store the compiled shader
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/device/moto/shamu/ |
BoardConfig.mk | 34 # Shader cache config options 39 # Maximum GLES shader cache size for each app to store the compiled shader
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/external/deqp/doc/testspecs/GLES2/ |
performance.texture.format.txt | 37 filtering (nearest neighbor mode). Shader body is populated with one or 43 blending is used to force fragment shader execution for all fragments. 56 See performance.txt for more details on shader performance testing.
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/external/deqp/doc/testspecs/GLES3/ |
functional.instanced.txt | 29 - gl_InstanceID vertex shader input 43 shader or given to the vertex shader as attributes instanced with
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/external/deqp/doc/testspecs/GLES31/ |
functional.compute.indirect_dispatch.txt | 43 glBufferData(). In gen_in_compute cases a compute shader is first dispatches, 45 as a SSBO. Memory barrier is issued after the first compute shader in 48 Actual indirect compute tasks use a simple compute shader, that has access to
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functional.compute.shared_var.txt | 19 Shader Shared Variable Tests 48 The compute shader contains a loop that is limited by the u_numIters uniform. 54 all shader invocations passed the test.
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functional.shaders.arrays_of_arrays.txt | 58 in either vertex and fragment shader. Results are checked against reference 59 values in the shader code and either black or white color is selected based 62 Negative cases attempt to compile a shader with the invalid operation and
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functional.shaders.implicit_conversions.txt | 43 operation in either vertex and fragment shader. Results are checked against 44 reference values in the shader code and either black or white color is 47 Negative cases attempt to compile a shader with the invalid operation and
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/external/deqp/framework/randomshaders/ |
rsgDefs.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Random shader generator base definitions. 31 * \brief Random shader generator
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rsgProgramExecutor.hpp | 4 * drawElements Quality Program Random Shader Generator 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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rsgUtils.hpp | 4 * drawElements Quality Program Random Shader Generator 38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
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/external/deqp/modules/glshared/ |
glsFragOpInteractionCase.hpp | 23 * \brief Shader - render state interaction case. 70 rsg::Shader m_vertexShader; 71 rsg::Shader m_fragmentShader;
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glsRandomShaderProgram.cpp | 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 103 static const rsg::Variable* findShaderOutputByName (const rsg::Shader& shader, const char* name) 106 shader.getOutputs(outputs); 117 static const rsg::Variable* findShaderOutputByLocation (const rsg::Shader& shader, int location) 120 shader.getOutputs(outputs) [all...] |
/external/mesa3d/src/gallium/auxiliary/postprocess/ |
ADDING | 4 The Gallium post-processing queue works by passing the current screen to a fragment shader. 29 Once you have the shader(s) in TGSI asm, put them to static const char arrays in a header 55 a vertex shader and any other input than the main screen, you can use pp_nocolor as your
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/external/mesa3d/src/gallium/docs/source/ |
debugging.rst | 45 Gallium has a built-in shader sanity checker. This option controls whether 46 the shader sanity checker prints its warnings and errors to stderr. 102 :ref:`Context`, :ref:`Screen`, :ref:`Resource` and :ref:`Shader` objects; and
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/external/mesa3d/src/gallium/drivers/radeon/ |
radeon_llvm.h | 77 * called once for each input declared in the TGSI shader. 90 /** This array contains the input values for the shader. Typically these 92 * backend how to load the actual inputs to the shader.
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/external/skia/gm/ |
colorcube.cpp | 66 SkShader* shader = MakeLinear(); local 67 paint.setShader(shader); 70 shader->unref();
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gradient_matrix.cpp | 100 // Setup shader and draw. 101 SkAutoTUnref<SkShader> shader(makeShader(*ptsArray, shaderMat)); 104 paint.setShader(shader);
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patch.cpp | 116 SkAutoTUnref<SkShader> shader(make_shader()); 133 paint.setShader(shader); 138 paint.setShader(shader);
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