/external/deqp/doc/ |
GLES2 Negative API Functions.txt | 51 o glGetShaderiv (GLuint shader, GLenum pname, GLint* params); 52 o glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); 54 o glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); 119 Shader API functions 123 o glAttachShader (GLuint program, GLuint shader); 125 o glCompileShader (GLuint shader); 128 o glDeleteShader (GLuint shader); 129 o glDetachShader (GLuint program, GLuint shader); 137 o glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length); 216 o glIsShader (GLuint shader); [all...] |
/external/deqp/framework/opengl/simplereference/ |
sglrContextWrapper.hpp | 32 class Shader; 49 void glAttachShader (deUint32 program, deUint32 shader); 68 void glCompileShader (deUint32 shader); 82 void glDeleteShader (deUint32 shader); 87 void glDetachShader (deUint32 program, deUint32 shader); 117 void glGetShaderiv (deUint32 shader, deUint32 pname, int* params); 118 void glGetShaderInfoLog (deUint32 shader, int bufsize, int* length, char* infolog); 120 void glGetShaderSource (deUint32 shader, int bufsize, int* length, char* source); 136 deBool glIsShader (deUint32 shader); 148 void glShaderSource (deUint32 shader, int count, const char* const* string, const int* length) [all...] |
/external/mesa3d/src/gallium/include/pipe/ |
p_defines.h | 443 PIPE_CAP_SM3 = 29, /*< Shader Model, supported */ 511 /* Shader caps not specific to any single stage */ 538 * Shader intermediate representation. 592 uint64_t vs_invocations; /**< Num vertex shader invocations. */ 593 uint64_t gs_invocations; /**< Num geometry shader invocations. */ 594 uint64_t gs_primitives; /**< Num primitives output by a geometry shader. */ 597 uint64_t ps_invocations; /**< Num pixel shader invocations. */ 598 uint64_t hs_invocations; /**< Num hull shader invocations. */ 599 uint64_t ds_invocations; /**< Num domain shader invocations. */ 600 uint64_t cs_invocations; /**< Num compute shader invocations. * [all...] |
/external/mesa3d/src/glsl/ |
README | 3 1) lex and yacc-based preprocessor takes the incoming shader string 4 and produces a new string containing the preprocessed shader. This 26 outputs of the vertex shader match the inputs of the fragment shader, 36 shader program and producing a compiled program for each stage. See 57 shader IR backend could potentially even handle some matrix operations 58 without breaking them down, but the 965 fragment shader IR backend 69 standalone compiler against a shader: 154 for the 965 fragment shader backend when that is developed. 207 shader's IR list, and the old context full of dead nodes is freed [all...] |
builtin_variables.cpp | 685 * re-declared by the shader with a size. The size can be at most 706 * shader. 739 /* From the GLSL 1.30 spec, section 7.1 (Vertex Shader Special 743 * be sized by the shader either redeclaring it with a size or 838 * re-declared by the shader with a size. The size can be at most 858 /* gl_MaxDrawBuffers is available in all shader stages. 867 /* gl_FragData is only available in the fragment shader. [all...] |
/frameworks/base/graphics/java/android/graphics/drawable/ |
ShapeDrawable.java | 31 import android.graphics.Shader; 110 * {@link android.graphics.Shader} object will be made. 120 * {@link android.graphics.Shader}. 602 * corresponding shader, or null. Implement this class if you'd like your 603 * ShapeDrawable to use a special {@link android.graphics.Shader}, such as a 608 * Returns the Shader to be drawn when a Drawable is drawn. The 610 * adjust how the Shader is configured for drawing. This is called by 615 * @return the Shader to be drawn 617 public abstract Shader resize(int width, int height); 620 // other subclass could wack the Shader's localmatrix based on th [all...] |
/frameworks/native/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/ |
GL2CameraEye.java | 383 int shader = GLES20.glCreateShader(shaderType); local 384 if (shader != 0) { 385 GLES20.glShaderSource(shader, source); 386 GLES20.glCompileShader(shader); 388 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 390 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 391 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 392 GLES20.glDeleteShader(shader); 393 shader = 0; 396 return shader; [all...] |
/packages/apps/Browser/src/com/android/browser/ |
TabBar.java | 33 import android.graphics.Shader; 378 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP); 382 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP); 398 // TODO: We should change the matrix/shader only when needed 401 final Shader shader = mSelected ? mActiveShader : mInactiveShader; local 402 shader.setLocalMatrix(matrix); 403 paint.setShader(shader); [all...] |
/external/deqp/doc/testlog-stylesheet/ |
testlog.xsl | 92 <h3 class="{@LinkStatus}"><xsl:text>Shader Program</xsl:text></h3> 98 <div class="Shader"> 99 <h3 class="{@CompileStatus}"><xsl:text>Vertex Shader</xsl:text></h3> 105 <div class="Shader"> 106 <h3 class="{@CompileStatus}"><xsl:text>Fragment Shader</xsl:text></h3>
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/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_vs.c | 53 * Set a vertex shader constant buffer. 102 const struct pipe_shader_state *shader) 107 tgsi_dump(shader->tokens, 0); 112 vs = draw_create_vs_llvm(draw, shader); 117 vs = draw_create_vs_exec( draw, shader );
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/external/mesa3d/src/gallium/drivers/svga/ |
svga_context.c | 57 unsigned shader; local 76 for(shader = 0; shader < PIPE_SHADER_TYPES; ++shader) 77 pipe_resource_reference( &svga->curr.cb[shader], NULL );
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/external/mesa3d/src/mesa/state_tracker/ |
st_draw.c | 127 * current shader have been set. If a uniform has not been set, 134 ctx->Shader.CurrentVertexProgram, 135 ctx->Shader.CurrentGeometryProgram, 136 ctx->Shader.CurrentFragmentProgram, 150 "Using shader with uninitialized uniform: %s",
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/external/skia/src/utils/android/ |
SkAndroidSDKCanvas.cpp | 19 SkShader* shader = paint->getShader(); local 20 if (!shader) { 24 if (shader->asABitmap(NULL, NULL, NULL) == SkShader::kDefault_BitmapType) { 27 if (shader->asACompose(NULL)) { 30 SkShader::GradientType gtype = shader->asAGradient(NULL);
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/frameworks/base/rs/java/android/renderscript/ |
ProgramFragmentFixedFunction.java | 24 * a way to make a simple fragment shader without writing any 26 * color from the vertex shader, or combinations of the both 98 * color in the fixed function fragment shader 124 * function fragment shader and how they are sampled 277 * fragment shader
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/external/deqp/modules/gles31/functional/ |
es31fNegativeShaderApiTests.cpp | 21 * \brief Negative Shader API tests. 88 // Shader control commands 99 // make notAShader not a shader id 103 ctx.beginSection("GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 109 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 110 ctx.glShaderSource(shader, -1, 0, 0); 114 ctx.beginSection("GL_INVALID_OPERATION is generated if shader is not a shader object."); 121 ctx.glDeleteShader(shader); 126 // \note Shader compilation must be supported 246 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 281 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 326 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 385 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 658 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 691 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 720 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local [all...] |
es31fProgramInterfaceDefinition.cpp | 105 Shader::Shader (glu::ShaderType type, glu::GLSLVersion version) 111 Shader::~Shader (void) 218 bool Shader::isValid (void) const 267 // Shader type specific 432 // delete shader struct types, need to be done by the program since shaders might share struct types 455 Shader* Program::addShader (glu::ShaderType type, glu::GLSLVersion version) 459 Shader* shader; [all...] |
es31fDebugTests.cpp | 395 * For API/shader messages we assume that the following types are deterministic: [all...] |
/external/deqp/modules/glshared/ |
glsShaderLibraryCase.cpp | 370 // Shader is never executed. Presense of input/output values is likely an error 450 // Generate specialized shader sources. 490 m_testCtx.getLog() << tcu::TestLog::Message << "Expecting shader compilation to fail." << tcu::TestLog::EndMessage; 498 m_testCtx.getLog() << tcu::TestLog::Message << "Expecting either shader compilation or program linking to fail." << tcu::TestLog::EndMessage; 506 m_testCtx.getLog() << tcu::TestLog::Message << "Expecting shader compilation and program linking to succeed. Resulting program will not be executed." << tcu::TestLog::EndMessage; 518 // makes only sense in tests where shader compiles 812 // Used features are detectable at compile time. If implementation parses shader 821 // If implementation parses shader at link time, report it as quality warning. 829 // Return if shader is not intended to be run [all...] |
/external/deqp/modules/gles31/stress/ |
es31sTessellationGeometryInteractionTests.cpp | 21 * \brief Tessellation and geometry shader interaction stress tests. 181 m_testCtx.getLog() << tcu::TestLog::Message << "Using implementation maximum geometry shader output limits." << tcu::TestLog::EndMessage; 192 m_testCtx.getLog() << tcu::TestLog::Message << "Using geometry shader extension minimum maximum output limits." << tcu::TestLog::EndMessage; 227 msg << "Geometry shader, targeting following limits:\n"; 244 // If FLAG_GEOMETRY_SEPARATE_PRIMITIVES is not set, geometry shader fills a rectangle area in slices. 245 // Each slice is a triangle strip and is generated by a single shader invocation. 263 << "Geometry shader:\n" 503 " const float gapOffset = 0.0001; // subdivision performed by the geometry shader might produce gaps. Fill potential gaps by enlarging the output slice a little.\n" 558 : TestCaseGroup(context, "tessellation_geometry_interaction", "Tessellation and geometry shader interaction stress tests") 585 "Minimum maximum tessellation level and geometry shader output vertices" [all...] |
/external/mesa3d/src/gallium/drivers/r600/ |
r600_state_common.c | 390 unsigned shader, 401 switch (shader) { 409 debug_error("bad shader in r600_bind_samplers()"); 581 unsigned shader, 600 switch (shader) { 608 debug_error("bad shader in r600_set_sampler_views()"); 692 /* Compute the key for the hw shader variant */ 709 /* Select the hw shader variant depending on the current state. 717 struct r600_pipe_shader * shader = NULL; local 741 shader = c [all...] |
/external/mesa3d/src/gallium/drivers/r300/ |
r300_state.c | [all...] |
/external/deqp/framework/randomshaders/ |
rsgProgramExecutor.cpp | 2 * drawElements Quality Program Random Shader Generator 211 void ProgramExecutor::execute (const Shader& vertexShader, const Shader& fragmentShader, const vector<VariableValue>& uniformValues) 219 // Execute vertex shader 237 // Compute values for vertex shader inputs 254 // Execute vertex shader for packet 277 // Execute fragment shader 289 // Find fragment shader output assigned to location 0. This is fragment color. 338 // Execute fragment shader
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/hardware/qcom/display/msm8084/libcopybit/ |
c2dExt.h | 126 // C2D extension for adding shader support 152 struct c2d_program { /*!< C2D shader structure */ 153 unsigned char* program_binary; /*!< shader binary (VS + FS) */ 154 uint32 program_binary_len; /*!< shader binary length */ 155 struct c2d_uniform* uniform_list; /*!< uniform list in the shader */ 156 uint32 uniform_count; /*!< uniform count in the shader*/ 157 struct c2d_sampler* sampler_list; /*!< sampler list in the shader */ 158 uint32 sampler_count; /*!< sampler count in the shader*/ 176 * \brief Select a shader to be used
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/external/deqp/executor/ |
xeTestLogWriter.cpp | 294 const ri::Shader& shader = static_cast<const ri::Shader&>(item); local 297 switch (shader.shaderType) 299 case ri::Shader::SHADERTYPE_VERTEX: tagName = "VertexShader"; break; 300 case ri::Shader::SHADERTYPE_FRAGMENT: tagName = "FragmentShader"; break; 301 case ri::Shader::SHADERTYPE_GEOMETRY: tagName = "GeometryShader"; break; 302 case ri::Shader::SHADERTYPE_TESS_CONTROL: tagName = "TessControlShader"; break; 303 case ri::Shader::SHADERTYPE_TESS_EVALUATION: tagName = "TessEvaluationShader"; break; 304 case ri::Shader::SHADERTYPE_COMPUTE: tagName = "ComputeShader"; break [all...] |
/external/mesa3d/src/gallium/drivers/trace/ |
tr_context.c | 292 unsigned shader, 303 switch (shader) { 314 debug_error("Unexpected shader in trace_context_bind_sampler_states()"); 321 switch (shader) { 332 debug_error("Unexpected shader in trace_context_bind_sampler_states()"); 749 uint shader, uint index, 764 trace_dump_arg(uint, shader); 776 pipe->set_constant_buffer(pipe, shader, index, 992 unsigned shader, 1012 switch (shader) { [all...] |