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  /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);
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  /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)
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  /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. *
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  /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
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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.
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  /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
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  /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;
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  /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);
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  /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>
  /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 );
  /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 );
  /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",
  /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);
  /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
  /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
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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;
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es31fDebugTests.cpp 395 * For API/shader messages we assume that the following types are deterministic:
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  /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
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  /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"
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  /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
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  /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
  /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
  /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
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  /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) {
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