/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;
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/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 [all...] |
/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) [all...] |
/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() {
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/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) [all...] |
/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 [all...] |
/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; [all...] |
/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; [all...] |
/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; [all...] |
/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); [all...] |
/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 */
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/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
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/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
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/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.") [all...] |
/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 [all...] |
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
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/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 [all...] |
/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( [all...] |
/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()) [all...] |
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 [all...] |
/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 [all...] |
/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);
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/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);
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/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";
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/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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