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  /development/ndk/platforms/android-18/samples/MoreTeapots/assets/Shaders/
VS_ShaderPlainES3.vsh 5 //Shader with phoneshading + geometry instancing support
  /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);
  /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
  /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
  /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.
  /external/deqp/modules/gles2/scripts/
gen-reserved_operators.py 79 print "Generating shader case files."
  /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")
  /external/jmonkeyengine/engine/src/core/com/jme3/material/
MatParamTexture.java 8 import com.jme3.shader.VarType;
  /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
  /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
  /external/mesa3d/src/gallium/auxiliary/vl/
vl_decoder.h 35 * check if a given profile is supported with shader based decoding
  /external/mesa3d/src/gallium/docs/source/
glossary.rst 34 GL Shading Language. The official, common high-level shader language used
pipeline.txt 17 | Vertex shader |
31 | Geometry shader |
119 | Fragment shader |
128 accessible to all shader stages.
  /external/mesa3d/src/gallium/drivers/r600/
compute_resource.def 36 DECL_COMPUTE_RESOURCE(SHADER, 1)
  /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);
  /external/mesa3d/src/gallium/drivers/svga/svgadump/
svga_shader_dump.h 28 * SVGA Shader Dump Facilities
svga_shader_op.h 28 * SVGA Shader Token Opcode Info
  /external/mesa3d/src/gallium/state_trackers/vega/
Makefile 36 shader.c \
SConscript 39 'shader.c',
  /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);
  /external/mesa3d/src/gallium/targets/
SConscript.dri 25 '#src/mesa/shader',
  /external/mesa3d/src/glsl/builtins/profiles/
110.frag 4 * "The bias parameter is not accepted in a vertex shader."
  /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,
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
  /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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