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  /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
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  /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)
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  /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)
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  /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
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  /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
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  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
Vertices.java 54 Shader s = new BitmapShader(bm, Shader.TileMode.CLAMP,
55 Shader.TileMode.CLAMP);
  /device/lge/hammerhead/
BoardConfig.mk 31 # Shader cache config options
36 # Maximum GLES shader cache size for each app to store the compiled shader
  /device/moto/shamu/
BoardConfig.mk 34 # Shader cache config options
39 # Maximum GLES shader cache size for each app to store the compiled shader
  /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.
  /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
  /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
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.
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
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
  /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
rsgProgramExecutor.hpp 4 * drawElements Quality Program Random Shader Generator
51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
rsgUtils.hpp 4 * drawElements Quality Program Random Shader Generator
38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
  /external/deqp/modules/glshared/
glsFragOpInteractionCase.hpp 23 * \brief Shader - render state interaction case.
70 rsg::Shader m_vertexShader;
71 rsg::Shader m_fragmentShader;
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)
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  /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
  /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
  /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.
  /external/skia/gm/
colorcube.cpp 66 SkShader* shader = MakeLinear(); local
67 paint.setShader(shader);
70 shader->unref();
gradient_matrix.cpp 100 // Setup shader and draw.
101 SkAutoTUnref<SkShader> shader(makeShader(*ptsArray, shaderMat));
104 paint.setShader(shader);
patch.cpp 116 SkAutoTUnref<SkShader> shader(make_shader());
133 paint.setShader(shader);
138 paint.setShader(shader);

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