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  /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:
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.
  /external/skia/animations/
checkbox.xml 43 <shader/>
  /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();
  /external/skia/include/c/
sk_paint.h 57 * Set the paint's shader to the specified parameter. This will automatically call unref() on
  /external/skia/include/effects/
SkModeColorFilter.h 30 void filterSpan(const SkPMColor shader[], int count, SkPMColor result[]) const override;
  /external/skia/src/animator/
SkDrawPaint.h 52 SkDrawShader* shader; member in class:SkDrawPaint
SkPaintPart.h 49 DECLARE_DRAW_MEMBER_INFO(Shader);
  /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
SkEmptyShader.h 17 * A Shader that always draws nothing. Its createContext always returns NULL.
SkPaintPriv.h 41 shader.
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;
  /external/skia/src/effects/gradients/
SkSweepGradient.h 22 SweepGradientContext(const SkSweepGradient& shader, const ContextRec&);
  /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)
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  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shaderarrayv.glsl 7 // This is where actual shader code begins
  /frameworks/native/services/surfaceflinger/Effects/
Daltonizer.h 46 // returns the color transform to apply in the shader
  /frameworks/rs/driver/
rsdProgramFragment.h 25 const char* shader, size_t shaderLen,
rsdProgramVertex.h 24 const char* shader, size_t shaderLen,
  /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);
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);
  /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));
  /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"),
  /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 */
  /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) {}
  /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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