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/development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/ |
VS_ShaderPlainES3.vsh | 5 //Shader with phoneshading + geometry instancing support
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
Xfermodes.java | 29 import android.graphics.Shader; 71 private Shader mBG; // background checker-board pattern 110 Shader.TileMode.REPEAT, 111 Shader.TileMode.REPEAT);
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/external/deqp/doc/testspecs/GLES2/ |
performance.txt | 53 - Good example: Millions of pixels or vertices with shader X per second 70 * Shader program source 79 Shader execution tests: 81 Shader execution tests measure the performance of single pair of vertex and
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/external/deqp/doc/testspecs/GLES3/ |
performance.txt | 53 - Good example: Millions of pixels or vertices with shader X per second 70 * Shader program source 79 Shader execution tests: 81 Shader execution tests measure the performance of single pair of vertex and
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/external/deqp/framework/referencerenderer/ |
rrVertexPacket.hpp | 47 * outputs that shader can write to. Number of VS outputs is specified 62 int primitiveID; //!< Geometry shader output 64 GenericVec4 outputs[1]; //!< Generic vertex shader outputs - passed to subsequent shader stages. Array length is the number of outputs.
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/external/deqp/modules/gles2/scripts/ |
gen-reserved_operators.py | 79 print "Generating shader case files."
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/external/deqp/modules/gles2/ |
tes2CapabilityTests.cpp | 220 // Shader functionality. 221 ExtGroup(this, "shaders", "Shader features") 228 // Shader binary formats. 229 ExtGroup(this, "shader_binary_formats", "Shader binary formats")
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
MatParamTexture.java | 8 import com.jme3.shader.VarType;
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/external/jmonkeyengine/engine/src/core-plugins/com/jme3/shader/plugins/ |
GLSLLoader.java | 33 package com.jme3.shader.plugins; 196 // The input stream provided is for the vertex shader, 197 // to retrieve the fragment shader, use the content manager 205 // fragment shader
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/external/mesa3d/docs/ |
MESA_shader_debug.spec | 43 a program object to enable debugging. Vertex and/or fragment shader, 45 to the debug object's log. A separate debug log for each shader type 153 They are used to track the execution of a shader by logging 155 retrieved by the application for inspection after shader execution
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/external/mesa3d/src/gallium/auxiliary/vl/ |
vl_decoder.h | 35 * check if a given profile is supported with shader based decoding
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/external/mesa3d/src/gallium/docs/source/ |
glossary.rst | 34 GL Shading Language. The official, common high-level shader language used
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pipeline.txt | 17 | Vertex shader | 31 | Geometry shader | 119 | Fragment shader | 128 accessible to all shader stages.
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/external/mesa3d/src/gallium/drivers/r600/ |
compute_resource.def | 36 DECL_COMPUTE_RESOURCE(SHADER, 1)
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/external/mesa3d/src/gallium/drivers/rbug/ |
rbug_objects.c | 209 rb_shader->shader = result; 231 pipe->delete_fs_state(pipe, rb_shader->shader); 236 pipe->delete_vs_state(pipe, rb_shader->shader); 241 pipe->delete_gs_state(pipe, rb_shader->shader);
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/external/mesa3d/src/gallium/drivers/svga/svgadump/ |
svga_shader_dump.h | 28 * SVGA Shader Dump Facilities
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svga_shader_op.h | 28 * SVGA Shader Token Opcode Info
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/external/mesa3d/src/gallium/state_trackers/vega/ |
Makefile | 36 shader.c \
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SConscript | 39 'shader.c',
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/external/mesa3d/src/gallium/state_trackers/xa/ |
xa_yuv.c | 59 struct xa_shader shader; local 64 shader = xa_shaders_get(r->shaders, vs_traits, fs_traits); 65 cso_set_vertex_shader_handle(r->cso, shader.vs); 66 cso_set_fragment_shader_handle(r->cso, shader.fs);
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/external/mesa3d/src/gallium/targets/ |
SConscript.dri | 25 '#src/mesa/shader',
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/external/mesa3d/src/glsl/builtins/profiles/ |
110.frag | 4 * "The bias parameter is not accepted in a vertex shader."
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/external/mesa3d/src/glsl/ |
glsl_parser_extras.h | 155 * Are all shader inputs / outputs invariant? 251 * Emit a warning to the shader log 283 * Get the textual name of the specified shader target 299 extern int glcpp_preprocess(void *ctx, const char **shader, char **info_log,
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lower_output_reads.cpp | 31 * In GLSL, shader output variables (such as varyings) can be both read and 35 * This pass creates temporary shadow copies of every (used) shader output, 37 * main() function to copy the final values to the actual shader outputs. 43 * A hash table mapping from the original ir_variable shader outputs
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/external/mesa3d/src/mesa/program/ |
ir_to_mesa.h | 38 GLboolean _mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader);
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