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  /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: ");
  /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);
  /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
  /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
  /frameworks/base/tests/RenderScriptTests/MiscSamples/res/raw/
shader2v.glsl 5 // This is where actual shader code begins
shadercubev.glsl 3 // This is where actual shader code begins
  /frameworks/base/tests/RenderScriptTests/PerfTest/res/raw/
shader2v.glsl 5 // This is where actual shader code begins

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