/external/mesa3d/src/mesa/state_tracker/ |
st_atom_constbuf.c | 93 debug_printf("%s(shader=%d, numParams=%d, stateFlags=0x%x)\n", 114 * Vertex shader: 137 * Fragment shader: 157 /* Geometry shader:
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st_cb_program.c | 76 * (vertex shader + fragment shader). 189 * all shader variants and corresponding gallium shaders when this happens. 234 * Plug in the program and shader-related device driver functions.
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/external/skia/animations/ |
checkbox.xml | 43 <shader/>
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/external/skia/gm/ |
perlinnoise.cpp | 40 SkShader* shader = (type == SkPerlinNoiseShader::kFractalNoise_Type) ? local 46 paint.setShader(shader)->unref(); 113 SkShader* shader = (type == SkPerlinNoiseShader::kFractalNoise_Type) ? local 118 paint->setShader(shader)->unref();
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/external/skia/include/c/ |
sk_paint.h | 57 * Set the paint's shader to the specified parameter. This will automatically call unref() on
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/external/skia/include/effects/ |
SkModeColorFilter.h | 30 void filterSpan(const SkPMColor shader[], int count, SkPMColor result[]) const override;
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/external/skia/src/animator/ |
SkDrawPaint.h | 52 SkDrawShader* shader; member in class:SkDrawPaint
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SkPaintPart.h | 49 DECLARE_DRAW_MEMBER_INFO(Shader);
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/external/skia/src/core/ |
SkCoreBlitters.h | 40 * Create a new shader context and uses it instead of the old one if successful. 42 * because the shader itself is unchanged). 195 1. If there is an xfermode, there will also be a shader 196 2. If there is a colorfilter, there will be a shader that itself handles
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SkEmptyShader.h | 17 * A Shader that always draws nothing. Its createContext always returns NULL.
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SkPaintPriv.h | 41 shader.
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SkShader.cpp | 30 SkDebugf("+++ shader counter %d\n", prev + 1); 36 SkDebugf("--- shader counter %d\n", prev - 1); 103 SkShader::Context::Context(const SkShader& shader, const ContextRec& rec) 104 : fShader(shader), fCTM(*rec.fMatrix) 285 SkColorShader::ColorShaderContext::ColorShaderContext(const SkColorShader& shader, 287 : INHERITED(shader, rec) 289 SkColor color = shader.fColor;
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/external/skia/src/effects/gradients/ |
SkSweepGradient.h | 22 SweepGradientContext(const SkSweepGradient& shader, const ContextRec&);
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/frameworks/av/media/libstagefright/tests/ |
SurfaceMediaSource_test.cpp | 199 GLuint shader = glCreateShader(shaderType); local 201 if (shader) { 202 glShaderSource(shader, 1, &pSource, NULL); 204 glCompileShader(shader); 207 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 211 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 216 glGetShaderInfoLog(shader, infoLen, NULL, buf); 217 printf("Shader compile log:\n%s\n", buf); 224 glGetShaderInfoLog(shader, 0x1000, NULL, buf); 225 printf("Shader compile log:\n%s\n", buf) [all...] |
/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shaderarrayv.glsl | 7 // This is where actual shader code begins
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/frameworks/native/services/surfaceflinger/Effects/ |
Daltonizer.h | 46 // returns the color transform to apply in the shader
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/frameworks/rs/driver/ |
rsdProgramFragment.h | 25 const char* shader, size_t shaderLen,
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rsdProgramVertex.h | 24 const char* shader, size_t shaderLen,
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/packages/apps/Gallery2/src/com/android/gallery3d/filtershow/colorpicker/ |
ColorHueView.java | 28 import android.graphics.Shader; 154 0, .3f, .31f, 1}, Shader.TileMode.CLAMP); 197 BitmapShader bs = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
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ColorValueView.java | 25 import android.graphics.Shader; 119 0, .3f, .31f, 1 }, Shader.TileMode.CLAMP); 139 Shader sg = new LinearGradient(mBorder, mBorder, mBorder, mHeight - mBorder, color1, color2, 140 Shader.TileMode.CLAMP);
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/packages/apps/Settings/src/com/android/settings/applications/ |
LinearColorBar.java | 12 import android.graphics.Shader; 127 0, 0, 0, off-2, mRightColor &0xffffff, mRightColor, Shader.TileMode.CLAMP)); 130 0, 0, 0, off-2, mMiddleColor&0xffffff, mMiddleColor, Shader.TileMode.CLAMP)); 133 0, 0, 0, off/2, 0x00a0a0a0, 0xffa0a0a0, Shader.TileMode.CLAMP));
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/sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/ |
GLStateType.java | 152 ATTACHED_SHADER_ID("Attached Shader ID"), 166 SHADERS("Shader Objects"), 167 PER_SHADER_STATE("Per Shader State"), 168 SHADER_TYPE("Shader Type"),
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/external/mesa3d/src/gallium/auxiliary/tgsi/ |
tgsi_scan.c | 31 * Used to determine which registers and instructions are used by a shader. 46 * Scan the given TGSI shader to collect information such as number of 62 ** Setup to begin parsing input shader 272 * Check if the given shader is a "passthrough" shader consisting of only 282 ** Setup to begin parsing input shader 342 /* if we get here, it's a pass-through shader */
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/frameworks/base/libs/hwui/tests/ |
nullgles.cpp | 81 void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) { 89 void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { 155 void glAttachShader(GLuint program, GLuint shader) {} 173 void glCompileShader(GLuint shader) {} 183 void glDeleteShader(GLuint shader) {} 188 void glDetachShader(GLuint program, GLuint shader) {} 213 void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {}
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/frameworks/base/rs/java/android/renderscript/ |
Program.java | 229 * Sets the GLSL shader code to be used in the program 231 * @param s GLSL shader string 240 * Sets the GLSL shader code to be used in the program 243 * @param resourceID id of the file containing GLSL shader code 279 Log.e("RenderScript shader creation", "Could not decode shader string"); 339 * shader
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