/external/skia/src/core/ |
SkFilterShader.cpp | 16 SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) { 17 fShader = shader; 18 shader->ref(); 30 SkAutoTUnref<SkShader> shader(buffer.readShader()); 32 if (!shader.get() || !filter.get()) { 35 return SkNEW_ARGS(SkFilterShader, (shader, filter)); 49 // filters don't support 16bit, so clear the matching bit in the shader 52 // if the filter might change alpha, clear the opaque flag in the shader 93 str->append("Shader: ");
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/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_fs.c | 35 * - fragment shader 48 * the fragment shader needs typically to be done in floats, but the 100 /** Fragment shader number (for debugging) */ 212 * Generate the fragment shader, depth/stencil test, and alpha tests. 218 struct lp_fragment_shader *shader, 235 const struct tgsi_token *tokens = shader->base.tokens; 243 boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 && 244 shader->info.base.num_inputs < 3 && 245 shader->info.base.num_instructions < 8); 261 if (!shader->info.base.writes_z) 1307 struct lp_fragment_shader *shader; local 1462 struct lp_fragment_shader *shader = fs; local 1663 struct lp_fragment_shader *shader = lp->fs; local [all...] |
/external/mesa3d/src/gallium/drivers/r300/ |
r300_fs.c | 89 struct r300_fragment_shader_code *shader) 94 compiler->OutputColor[0] = shader->info.num_outputs; 95 compiler->OutputColor[1] = shader->info.num_outputs; 96 compiler->OutputColor[2] = shader->info.num_outputs; 97 compiler->OutputColor[3] = shader->info.num_outputs; 98 compiler->OutputDepth = shader->info.num_outputs; 101 for(i = 0; i < shader->info.num_outputs; ++i) { 102 switch(shader->info.output_semantic_name[i]) { 223 struct r300_fragment_shader_code* shader, 228 struct r300_fragment_shader_code* shader) [all...] |
/external/mesa3d/src/gallium/auxiliary/vl/ |
vl_zscan.c | 94 struct ureg_program *shader; local 105 shader = ureg_create(TGSI_PROCESSOR_VERTEX); 106 if (!shader) 111 scale = ureg_imm2f(shader, 115 vrect = ureg_DECL_vs_input(shader, VS_I_RECT); 116 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS); 117 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM); 119 tmp = ureg_DECL_temporary(shader); 121 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); 124 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i) 172 struct ureg_program *shader; local [all...] |
vl_median_filter.c | 49 struct ureg_program *shader; local 53 shader = ureg_create(TGSI_PROCESSOR_VERTEX); 54 if (!shader) 57 i_vpos = ureg_DECL_vs_input(shader, 0); 58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); 59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); 61 ureg_MOV(shader, o_vpos, i_vpos); 62 ureg_MOV(shader, o_vtex, i_vpos); 64 ureg_END(shader); 66 return ureg_create_shader_and_destroy(shader, filter->pipe) 81 struct ureg_program *shader; local [all...] |
vl_matrix_filter.c | 51 struct ureg_program *shader; local 55 shader = ureg_create(TGSI_PROCESSOR_VERTEX); 56 if (!shader) 59 i_vpos = ureg_DECL_vs_input(shader, 0); 60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); 61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); 63 ureg_MOV(shader, o_vpos, i_vpos); 64 ureg_MOV(shader, o_vtex, i_vpos); 66 ureg_END(shader); 68 return ureg_create_shader_and_destroy(shader, filter->pipe) 81 struct ureg_program *shader; local [all...] |
/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
vertex_params.rs | 26 SgVertexShader *shader = (SgVertexShader *)rsGetElementAt(*v_out, 0); 28 processAllParams(shader->shaderConst, shader->shaderConstParams, camera);
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/external/skia/include/core/ |
SkComposeShader.h | 20 This subclass of shader returns the composition of two other shaders, combined by 25 /** Create a new compose shader, given shaders A, B, and a combining xfermode mode. 26 When the xfermode is called, it will be given the result from shader A as its 27 "dst", and the result from shader B as its "src". 29 @param shaderA The colors from this shader are seen as the "dst" by the xfermode 30 @param shaderB The colors from this shader are seen as the "src" by the xfermode
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/external/mesa3d/src/gallium/drivers/svga/ |
svga_state_constants.c | 50 svga_shader_type(unsigned shader) 54 assert(shader <= PIPE_SHADER_FRAGMENT); 55 return shader + 1; 60 * Check and emit one shader constant register. 61 * \param shader PIPE_SHADER_FRAGMENT or PIPE_SHADER_VERTEX 66 emit_const(struct svga_context *svga, unsigned shader, unsigned i, 71 assert(shader < PIPE_SHADER_TYPES); 74 if (memcmp(svga->state.hw_draw.cb[shader][i], value, 79 shader == PIPE_SHADER_VERTEX ? "VERT" : "FRAG", 88 svga_shader_type(shader), [all...] |
/external/deqp/modules/gles2/functional/ |
es2fShaderApiTests.cpp | 21 * \brief Shader API tests. 90 void setShaderSources (glu::Shader& shader, const ShaderSources& sources) 98 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]); 100 shader.setSources((int)cStrings.size(), &cStrings[0], 0); 131 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info) 146 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); 147 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen); 148 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 156 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0]) 257 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles2::Functional::__anon7525::glu [all...] |
/external/mesa3d/src/glsl/ |
test_optpass.cpp | 176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER }, 177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER }, 192 printf(" --vertex-shader: test with a vertex shader (the default)\n"); 193 printf(" --fragment-shader: test with a fragment shader\n"); 204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local 205 shader->Type = shader_type; 210 = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader) [all...] |
/development/ndk/platforms/android-5/samples/hello-gl2/jni/ |
gl_code.cpp | 58 GLuint shader = glCreateShader(shaderType); local 59 if (shader) { 60 glShaderSource(shader, 1, &pSource, NULL); 61 glCompileShader(shader); 63 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 66 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 70 glGetShaderInfoLog(shader, infoLen, NULL, buf); 71 LOGE("Could not compile shader %d:\n%s\n", 75 glDeleteShader(shader); 76 shader = 0 [all...] |
/development/perftests/panorama/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/external/robolectric/src/main/java/com/xtremelabs/robolectric/shadows/ |
ShadowPaint.java | 5 import android.graphics.Shader; 27 private Shader shader; field in class:ShadowPaint 47 public Shader setShader(Shader shader) { 48 this.shader = shader; 49 return shader; 64 public Shader getShader() [all...] |
/frameworks/native/opengl/tests/gl2_jni/jni/ |
gl_code.cpp | 38 GLuint shader = glCreateShader(shaderType); local 39 if (shader) { 40 glShaderSource(shader, 1, &pSource, NULL); 41 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 50 glGetShaderInfoLog(shader, infoLen, NULL, buf); 51 ALOGE("Could not compile shader %d:\n%s\n", 55 glDeleteShader(shader); 56 shader = 0 [all...] |
/frameworks/native/opengl/tests/gldual/jni/ |
gl_code.cpp | 38 GLuint shader = glCreateShader(shaderType); local 39 if (shader) { 40 glShaderSource(shader, 1, &pSource, NULL); 41 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 50 glGetShaderInfoLog(shader, infoLen, NULL, buf); 51 ALOGE("Could not compile shader %d:\n%s\n", 55 glDeleteShader(shader); 56 shader = 0 [all...] |
/frameworks/native/services/surfaceflinger/RenderEngine/ |
Program.cpp | 98 GLuint shader = glCreateShader(type); local 99 glShaderSource(shader, 1, &source, 0); 100 glCompileShader(shader); 102 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 107 glGetShaderInfoLog(shader, sizeof(log), 0, log); 108 ALOGE("Error while compiling shader: \n%s\n%s", source, log); 109 glDeleteShader(shader); 112 return shader; 116 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; local 118 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l) [all...] |
/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
Technique.java | 36 import com.jme3.shader.*; 53 private Shader shader; field in class:Technique 90 * Returns the shader currently used by this technique instance. 95 * @return the shader currently used by this technique instance. 97 public Shader getShader() { 98 return shader; 119 if (shader != null) { 132 if (shader != null) { 136 shader.removeUniform(paramName) [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderApiTests.cpp | 21 * \brief Shader API tests. 107 void setShaderSources (glu::Shader& shader, const ShaderSources& sources) 115 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]); 117 shader.setSources((int)cStrings.size(), &cStrings[0], 0); 148 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info) 163 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); 164 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen); 165 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 173 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0]) 310 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles3::Functional::__anon7679::glu [all...] |
/external/skia/gm/ |
tiledscaledbitmap.cpp | 20 * This GM reproduces Skia bug 2904, in which a tiled bitmap shader was failing to draw correctly 67 SkShader *shader = SkShader::CreateBitmapShader(fBitmap, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode, &mat); variable 68 paint.setShader(shader); 70 SkSafeUnref(shader); variable
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/frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/ |
shader2v.glsl | 5 // This is where actual shader code begins
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shadercubev.glsl | 3 // This is where actual shader code begins
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/frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/ |
shader2v.glsl | 5 // This is where actual shader code begins
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