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  /external/mesa3d/src/gallium/drivers/r300/
r300_fs.h 38 /* Whether the shader was replaced by a dummy one due to a shader
66 /* Currently-bound fragment shader. */
67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader
77 /* Return TRUE if the shader was switched and should be re-emitted. */
84 return (fs->shader->code.writes_depth) ? TRUE : FALSE;
91 return (fs->shader->write_all) ? TRUE : FALSE;
  /external/deqp/modules/gles31/functional/
es31fProgramInterfaceDefinition.hpp 63 class Shader
74 Shader (glu::ShaderType type, glu::GLSLVersion version);
75 ~Shader (void);
77 Shader (const Shader&);
78 Shader& operator= (const Shader&);
93 Shader* addShader (glu::ShaderType type, glu::GLSLVersion version);
98 const std::vector<Shader*>& getShaders (void) const;
120 std::vector<Shader*> m_shaders
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  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
GradientStopsActivity.java 25 import android.graphics.Shader;
48 colors, positions, Shader.TileMode.CLAMP);
58 colors, positions, Shader.TileMode.CLAMP);
68 colors, positions, Shader.TileMode.CLAMP);
77 colors, null, Shader.TileMode.CLAMP);
85 colors, null, Shader.TileMode.REPEAT);
93 colors, null, Shader.TileMode.MIRROR);
101 colors, null, Shader.TileMode.CLAMP);
109 colors, null, Shader.TileMode.CLAMP);
117 colors, null, Shader.TileMode.CLAMP)
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  /frameworks/base/graphics/java/android/graphics/
BitmapShader.java 22 * Shader used to draw a bitmap as a texture. The bitmap can be repeated or
25 public class BitmapShader extends Shader {
37 * Call this to create a new shader that will draw with a bitmap.
39 * @param bitmap The bitmap to use inside the shader
54 protected Shader copy() {
  /cts/tests/tests/opengl/libopengltest/
gl2_jni_libone.cpp 55 LOGI("Attach Shader Error : %d\n", data.mShaderError);
56 LOGI("Shader Count : %d\n", data.mShaderCount);
61 LOGI("Attach Shader Error : %d\n", data.mShaderError);
65 LOGI("Attach Shader Error : %d\n", data.mShaderError);
69 LOGI("Attach Shader Error : %d\n", data.mShaderError);
70 LOGI("Shader Count : %d\n", data.mShaderCount);
75 LOGI("Attach Shader Error : %d\n", data.mShaderError);
79 LOGI("Attach Shader Error : %d\n", data.mShaderError);
83 LOGI("Attach Shader Error : %d\n", data.mShaderError);
87 LOGI("Attach Shader Error : %d\n", data.mShaderError)
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  /frameworks/base/core/jni/android/graphics/
Shader.cpp 50 SkShader* shader = reinterpret_cast<SkShader*>(shaderHandle); local
51 SkSafeUnref(shader);
62 // The current shader will no longer need a direct reference owned by Shader.java
71 // shader that is identical to the existing one.
120 SkShader* shader = SkGradientShader::CreateLinear(pts, local
125 ThrowIAE_IfNull(env, shader);
126 return reinterpret_cast<jlong>(shader);
164 SkShader* shader = SkGradientShader::CreateRadial(center, radius, local
170 ThrowIAE_IfNull(env, shader);
203 SkShader* shader = SkGradientShader::CreateSweep(x, y, local
229 SkShader* shader = new SkComposeShader(shaderA, shaderB, mode); local
240 SkShader* shader = new SkComposeShader(shaderA, shaderB, xfermode.get()); local
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  /developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/
Gles2ColoredTriangleList.java 154 * Compiles an OpenGL shader.
157 * @param shaderCode string containing the shader source code
158 * @return ID for the shader
161 // Create a vertex or fragment shader.
162 int shader = GLES20.glCreateShader(type); local
164 if (shader == 0) {
168 // Add the source code to the shader and compile it.
169 GLES20.glShaderSource(shader, shaderCode);
171 GLES20.glCompileShader(shader);
174 return shader;
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  /developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/
Gles2ColoredTriangleList.java 154 * Compiles an OpenGL shader.
157 * @param shaderCode string containing the shader source code
158 * @return ID for the shader
161 // Create a vertex or fragment shader.
162 int shader = GLES20.glCreateShader(type); local
164 if (shader == 0) {
168 // Add the source code to the shader and compile it.
169 GLES20.glShaderSource(shader, shaderCode);
171 GLES20.glCompileShader(shader);
174 return shader;
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  /development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/
Gles2ColoredTriangleList.java 154 * Compiles an OpenGL shader.
157 * @param shaderCode string containing the shader source code
158 * @return ID for the shader
161 // Create a vertex or fragment shader.
162 int shader = GLES20.glCreateShader(type); local
164 if (shader == 0) {
168 // Add the source code to the shader and compile it.
169 GLES20.glShaderSource(shader, shaderCode);
171 GLES20.glCompileShader(shader);
174 return shader;
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  /frameworks/base/docs/html/training/graphics/opengl/
draw.jd 79 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
80 <li><em>Fragment Shader</em> - OpenGL ES code for rendering the face of a shape with colors or
86 <p>You need at least one vertex shader to draw a shape and one fragment shader to color that shape.
117 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
118 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
119 int shader = GLES20.glCreateShader(type);
121 // add the source code to the shader and compile it
122 GLES20.glShaderSource(shader, shaderCode);
123 GLES20.glCompileShader(shader);
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  /external/mesa3d/src/gallium/auxiliary/tgsi/
tgsi_scan.h 37 * Shader summary info
66 boolean reads_position; /**< does fragment shader read position? */
67 boolean reads_z; /**< does fragment shader read depth? */
68 boolean writes_z; /**< does fragment shader write Z value? */
69 boolean writes_stencil; /**< does fragment shader write stencil value? */
70 boolean writes_edgeflag; /**< vertex shader outputs edgeflag */
  /external/skia/gm/
bitmapshader.cpp 38 static void adopt_shader(SkPaint* paint, SkShader* shader) {
39 paint->setShader(shader);
40 SkSafeUnref(shader);
75 // draw the shader with a bitmap mask
86 // clear the shader, colorized by a solid color with a bitmap mask
98 // draw the mask using the shader and a color
  /external/skia/src/gpu/gl/builders/
GrGLShaderStringBuilder.cpp 48 SkString shader = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false); local
50 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shader.c_str()));
77 SkDEBUGFAIL("Shader compilation failed!");
88 // Attach the shader, but defer deletion until after we have linked the program.
90 // will immediately delete the shader object and free its memory even though it's
  /external/deqp/modules/gles2/functional/
es2fNegativeShaderApiTests.cpp 21 * \brief Negative Shader API tests.
61 : TestCaseGroup(context, "shader", "Negative Shader API Cases")
83 m_log << TestLog::Message << "// Shader compiler not supported, always expect GL_INVALID_OPERATION" << TestLog::EndMessage;
85 m_log << TestLog::Message << "// Shader compiler supported" << TestLog::EndMessage;
87 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
93 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
94 glShaderSource(shader, -1, 0, 0);
98 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader object.")
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  /external/deqp/doc/testspecs/GLES31/
functional.image_load_store.txt 19 Shader image load and store tests
37 + Basic cases for early_fragment_tests, if images supported in fragment shader
53 compute shader (read with texture()) into a SSBO, which is then read with a
63 compared to a reference image. All image formats are tested. The compute shader
67 API calls. In the compute shader, the contents of the image are read with
70 to a reference image. All image formats are tested. The compute shader is
75 testing the values returned by the atomic function in each shader invocation.
77 shader is dispatched with the dimensions equal to the image size, except that
79 operated on by multiple shader invocations. For the return value cases, the
89 writing in the same shader (i.e. r32i/r32ui/r32f). In the shader, such an imag
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functional.ssbo.txt 19 Shader Storage Buffer Object / Buffer Block Tests
48 + Access from other shader shader stages (currently compute only)
53 SSBO layout and access tests generate compute shader code based on interface
54 declaration. Shader is compiled and layout is queried. Validity checks are
58 Single compute shader invocation is issued. Shader reads and/or writes to
60 shader text. Writes are validated by reading back the SSBO and comparing
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/
SimpleAppRS.java 95 // Built-in shader that provides position, texcoord and normal
97 // Built-in shader that displays a color
104 // Our shader has a constant input called "color"
111 // Built-in shader that provides position, texcoord and normal
113 // Built-in shader that displays a texture
126 // Our fragment shader has a constant texture input called "color"
133 // Describe what constant inputs our shader wants
137 // Create a shader from a text file in resources
139 // Tell the shader what constants we want
141 // Shader code locatio
145 FragmentShader shader = fb.create(); local
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  /external/deqp/doc/testspecs/GLES2/
performance.compiler.txt 19 Shader compiler performance tests
25 + Shader compile, link and specialization (draw call -time) time measurements
33 - A number of texture lookups blended together in fragment shader
41 + Shader functional testing
45 Shader compiler performance tests measure the time to compile GLSL shader programs.
51 Cache-avoiding cases use a different shader for different iterations of the same
52 test case, whereas cache-allowing cases use the same shader for all iterations.
56 The method for defeating the shader cache is to append a postfix to all uniform,
62 character at the end of the shader or an invalid statement at the end of the main(
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  /external/jmonkeyengine/engine/src/core/com/jme3/renderer/
Statistics.java 36 import com.jme3.shader.Shader;
131 * Called by the Renderer when a shader has been utilized.
133 * @param shader The shader that was used
134 * @param wasSwitched If true, the shader has required a state switch
136 public void onShaderUse(Shader shader, boolean wasSwitched){
137 assert shader.getId() >= 1;
139 if (!shadersUsed.contains(shader.getId())
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Renderer.java 40 import com.jme3.shader.Shader;
41 import com.jme3.shader.Shader.ShaderSource;
116 * shader based.
124 * is shader based.
161 * Does nothing if the renderer is shader based.
170 * Sets the shader to use for rendering.
171 * If the shader has not been uploaded yet, it is compiled
173 * uniform data is updated and the shader is set
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  /external/skia/include/effects/
SkGradientShader.h 29 /** Returns a shader that generates a linear gradient between the two
32 CreateLinear returns a shader with a reference count of 1.
33 The caller should decrement the shader's reference count when done with the shader.
56 /** Returns a shader that generates a radial gradient given the center and radius.
58 CreateRadial returns a shader with a reference count of 1.
59 The caller should decrement the shader's reference count when done with the shader.
84 * Returns a shader that generates a conical gradient given two circles, or
103 /** Returns a shader that generates a sweep gradient given a center
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  /cts/tests/tests/graphics/src/android/graphics/cts/
ComposeShaderTest.java 28 import android.graphics.Shader;
31 import android.graphics.Shader.TileMode;
43 Color.GREEN, Color.BLUE, Shader.TileMode.CLAMP);
45 Color.GREEN, Color.RED, Shader.TileMode.CLAMP);
46 ComposeShader shader = new ComposeShader(blueGradient, redGradient, PorterDuff.Mode.SCREEN); local
51 paint.setShader(shader);
84 ComposeShader shader = new ComposeShader(blueShader, redShader, xferMode); local
89 paint.setShader(shader);
  /device/generic/goldfish/opengl/shared/OpenglCodecCommon/
GLSharedGroup.h 88 bool attachShader(GLuint shader);
89 bool detachShader(GLuint shader);
124 void attachShader(GLuint program, GLuint shader);
125 void detachShader(GLuint program, GLuint shader);
136 bool addShaderData(GLuint shader);
137 // caller must hold a reference to the shader as long as it holds the pointer
138 ShaderData* getShaderData(GLuint shader);
139 void unrefShaderData(GLuint shader);
  /external/deqp/framework/randomshaders/
rsgTest.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Random Shader Generator Tester.
50 rsg::Shader vertexShader(rsg::Shader::TYPE_VERTEX);
51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT);
56 std::cout << "Vertex shader:\n--\n" << vertexShader.getSource() << "--\n";
57 std::cout << "Fragment shader:\n--\n" << fragmentShader.getSource() << "--\n";
  /external/jmonkeyengine/engine/src/core/com/jme3/system/
NullRenderer.java 44 import com.jme3.shader.Shader;
45 import com.jme3.shader.Shader.ShaderSource;
101 public void setShader(Shader shader) {
104 public void deleteShader(Shader shader) {

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