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  /external/mesa3d/src/glsl/
standalone_scaffolding.cpp 53 struct gl_shader *shader; local
58 shader = rzalloc(NULL, struct gl_shader);
59 if (shader) {
60 shader->Type = type;
61 shader->Name = name;
62 shader->RefCount = 1;
64 return shader;
  /frameworks/opt/chips/src/com/android/ex/chips/
CircularImageView.java 11 import android.graphics.Shader;
97 // Draw bitmap through shader first.
98 BitmapShader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, local
99 Shader.TileMode.CLAMP);
105 shader.setLocalMatrix(matrix);
106 bitmapPaint.setShader(shader);
  /external/webrtc/webrtc/modules/video_render/ios/
open_gles20.mm 35 // The fragment shader.
92 // set the vertices array in the shader
100 // set the texture coordinate array in the shader
167 GLuint shader = glCreateShader(shader_type);
168 if (shader) {
169 glShaderSource(shader, 1, &shader_source, NULL);
170 glCompileShader(shader);
173 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
176 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
179 glGetShaderInfoLog(shader, info_len, NULL, buf)
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  /external/deqp/modules/gles2/functional/
es2fRandomShaderTests.cpp 21 * \brief Random shader tests.
72 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
73 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true));
103 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
104 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true));
132 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false));
133 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true));
160 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false));
161 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true));
197 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false))
    [all...]
  /external/deqp/modules/gles3/functional/
es3fRandomShaderTests.cpp 21 * \brief Random shader tests.
74 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false));
75 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true));
105 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false));
106 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true));
134 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false));
135 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true));
162 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false));
163 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true));
199 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false))
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  /external/mesa3d/src/gallium/state_trackers/vega/
shaders_cache.c 51 /* Essentially we construct an ubber-shader based on the state
122 struct pipe_shader_state *shader)
227 shader->tokens = ureg_finalize(ureg);
228 if(!shader->tokens)
231 p = pipe->create_fs_state(pipe, shader);
254 struct pipe_shader_state *shader)
378 return combine_shaders(shaders, idx, pipe, shader);
435 struct vg_shader *shader = (struct vg_shader *)MALLOC( local
445 shader->type = type;
446 shader->tokens = tokens
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  /external/skia/src/effects/gradients/
SkTwoPointConicalGradient_gpu.cpp 42 static void set_matrix_edge_conical(const SkTwoPointConicalGradient& shader,
46 const SkPoint& center1 = shader.getStartCenter();
47 const SkPoint& center2 = shader.getEndCenter();
66 const SkTwoPointConicalGradient& shader,
69 return new Edge2PtConicalEffect(ctx, shader, matrix, tm);
97 const SkTwoPointConicalGradient& shader,
100 : INHERITED(ctx, shader, matrix, tm),
101 fCenterX1(shader.getCenterX1()),
102 fRadius0(shader.getStartRadius()),
103 fDiffRadius(shader.getDiffRadius())
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  /external/deqp/framework/opengl/
gluShaderProgram.cpp 38 // Shader
40 Shader::Shader (const RenderContext& renderCtx, ShaderType shaderType)
50 Shader::Shader (const glw::Functions& gl, ShaderType shaderType)
60 Shader::~Shader (void)
65 void Shader::setSources (int numSourceStrings, const char* const* sourceStrings, const int* lengths)
78 void Shader::compile (void)
204 void Program::attachShader (deUint32 shader)
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  /external/deqp/framework/referencerenderer/
rrShaders.hpp 23 * \brief Shader interfaces.
38 * \brief Vertex shader input information
52 * \brief Shader varying information
80 * \brief Fragment shader output information
94 * \brief Vertex shader interface
117 * \brief Fragment shader interface
119 * Fragment shader executes shading for list of fragment packets. See
140 * \brief Geometry shader input primitive type
154 * \brief Geometry shader output primitive type
166 * \brief Geometry shader interfac
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  /external/mesa3d/src/gallium/auxiliary/rbug/
rbug_shader.c 80 rbug_shader_t shader,
90 LEN(8); /* shader */
102 WRITE(8, rbug_shader_t, shader); /* shader */
121 rbug_shader_t shader,
132 LEN(8); /* shader */
145 WRITE(8, rbug_shader_t, shader); /* shader */
165 rbug_shader_t shader,
177 LEN(8); /* shader */
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  /prebuilts/misc/windows/sdl2/test/
testshader.c 43 /* vertex shader */
51 /* fragment shader */
62 /* vertex shader */
72 /* fragment shader */
85 /* vertex shader */
93 /* fragment shader */
127 static SDL_bool CompileShader(GLhandleARB shader, const char *source)
131 glShaderSourceARB(shader, 1, &source, NULL);
132 glCompileShaderARB(shader);
133 glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status)
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  /cts/tests/tests/graphics/src/android/graphics/cts/
SweepGradientTest.java 25 import android.graphics.Shader;
55 Shader shader = new SweepGradient(CENTER, CENTER, colors[0], colors[1]); local
56 mPaint.setShader(shader);
64 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local
65 mPaint.setShader(shader);
75 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local
76 mPaint.setShader(shader);
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  /cts/tests/tests/uirendering/src/android/uirendering/cts/testclasses/
ShaderTests.java 27 import android.graphics.Shader;
49 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT));
70 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
77 Shader.TileMode.CLAMP);
114 // Bitmap shader mask, partially overlapping content
121 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
127 null, Shader.TileMode.CLAMP)
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  /external/deqp/doc/testspecs/GLES31/
functional.shaders.atomic_counter.txt 19 Shader atomic counter tests
28 - With different number of calls per shader
39 + Use in other than compute shader
40 - Specification requires zero binding points in other shader types
42 + Multiple shader innovocations
48 the shader. Atomic counter values are verified by comparing against the
51 by the shader. SSBO value verification depends on the set of functions used in
52 the shader. Values returned by call to atomicCounterDecrement() are
87 // Value of counter after executing shader
112 Test set includes negative shader compilation cases as well. In such cases th
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  /external/deqp/framework/randomshaders/
rsgShader.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Shader Class.
67 Shader::Shader (Type type)
73 Shader::~Shader (void)
81 void Shader::getOutputs (vector<const Variable*>& outputs) const
93 void Shader::tokenize (GeneratorState& state, TokenStream& str) const
96 if (state.getShader().getType() == Shader::TYPE_FRAGMENT)
115 void Shader::execute (ExecutionContext& execCtx) cons
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/
DistanceFieldFont.java 32 * the SpriteBatch with the {@link #createDistanceFieldShader()} shader.
90 /** @param distanceFieldSmoothing Set the distance field smoothing factor for this font. SpriteBatch needs to have this shader
96 /** Returns a new instance of the distance field shader, see https://github.com/libgdx/libgdx/wiki/Distance-field-fonts if the
97 * u_smoothing uniform > 0.0. Otherwise the same code as the default SpriteBatch shader is used. */
134 ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader); local
135 if (shader.isCompiled() == false)
136 throw new IllegalArgumentException("Error compiling distance field shader: " + shader.getLog());
137 return shader;
140 /** Provides a font cache that uses distance field shader for rendering fonts. Attention: breaks batching because uniform i
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_vs_ppc.c 80 * Simplified vertex shader interface for the pt paths. Given the
93 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local
124 /* run compiled shader
126 shader->func(inputs_soa, outputs_soa, temps_soa,
127 (float (*)[4]) shader->base.immediates,
159 struct draw_ppc_vertex_shader *shader = (struct draw_ppc_vertex_shader *)base; local
161 ppc_release_func( &shader->ppc_program );
163 align_free( (void *) shader->base.immediates );
165 FREE( (void*) shader->base.state.tokens );
166 FREE( shader );
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  /external/mesa3d/src/gallium/drivers/radeonsi/
radeonsi_shader.c 76 struct si_pipe_shader *shader; member in struct:si_shader_context
77 unsigned type; /* TGSI_PROCESSOR_* specifies the type of shader. */
349 fprintf(stderr, "Warning: Unsupported shader type,\n");
379 /* Initialize arguments for the shader export intrinsic */
403 /* Pixel shader needs to pack output values before export */
461 struct si_shader * shader = &si_shader_ctx->shader->shader; local
484 i = shader->ninput++;
485 shader->input[i].name = d->Semantic.Name
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  /external/mesa3d/src/gallium/drivers/softpipe/
sp_fs_exec.c 29 * Execute fragment shader using the TGSI interpreter.
68 * Bind tokens/shader to the interpreter's machine state.
81 * This should really be part of the compiled shader.
196 struct sp_exec_fragment_shader *shader; local
198 shader = CALLOC_STRUCT(sp_exec_fragment_shader);
199 if (!shader)
202 shader->base.prepare = exec_prepare;
203 shader->base.run = exec_run;
204 shader->base.delete = exec_delete;
206 return &shader->base
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  /external/webrtc/talk/app/webrtc/java/android/org/webrtc/
GlShader.java 36 // Helper class for handling OpenGL shaders and shader programs.
44 int shader = GLES20.glCreateShader(shaderType); local
45 GLES20.glShaderSource(shader, source);
46 GLES20.glCompileShader(shader);
47 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0);
49 Logging.e(TAG, "Could not compile shader " + shaderType + ":" +
50 GLES20.glGetShaderInfoLog(shader));
51 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader));
54 return shader;
128 Logging.d(TAG, "Deleting shader.")
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  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
ShadersActivity.java 29 import android.graphics.Shader;
68 mRepeatShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT,
69 Shader.TileMode.REPEAT);
71 mTranslatedShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT,
72 Shader.TileMode.REPEAT);
78 mScaledShader = new BitmapShader(mTexture, Shader.TileMode.MIRROR,
79 Shader.TileMode.MIRROR);
85 Color.RED, Color.GREEN, Shader.TileMode.CLAMP);
93 Color.BLUE, Color.MAGENTA, Shader.TileMode.CLAMP);
96 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR)
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  /frameworks/native/opengl/tests/gl2_java/src/com/android/gl2java/
GL2JavaView.java 96 int shader = GLES20.glCreateShader(shaderType); local
97 if (shader != 0) {
98 GLES20.glShaderSource(shader, source);
99 GLES20.glCompileShader(shader);
101 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
103 Log.e(TAG, "Could not compile shader " + shaderType + ":");
104 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
105 GLES20.glDeleteShader(shader);
106 shader = 0;
109 return shader;
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  /hardware/libhardware/tests/hwc/
util.c 49 GLuint shader; local
51 if (!(shader = glCreateShader(shaderType)))
54 glShaderSource(shader, 1, &src, NULL);
55 glCompileShader(shader);
56 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
59 return shader;
61 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
65 glGetShaderInfoLog(shader, len, NULL, msg);
67 fprintf(stderr, "error compiling shader:\n%s\n", msg);
71 glDeleteShader(shader);
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  /packages/experimental/CameraPreviewTest/src/com/example/android/videochatcameratest/
SurfaceTextureView.java 35 int shader = GLES20.glCreateShader(shaderType); local
36 if (shader != 0) {
37 GLES20.glShaderSource(shader, source);
38 GLES20.glCompileShader(shader);
40 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
42 Log.e(TAG, "Could not compile shader " + shaderType + ":");
43 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
44 GLES20.glDeleteShader(shader);
45 shader = 0;
48 return shader;
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  /external/skia/src/core/
SkBitmapProcShader.cpp 75 SkShader::Context* SkBitmapProcShader::MakeContext(const SkShader& shader,
81 if (!shader.computeTotalInverse(rec, &totalInverse)) {
94 return new (storage) BitmapProcShaderContext(shader, rec, state);
107 SkBitmapProcShader::BitmapProcShaderContext::BitmapProcShaderContext(const SkShader& shader,
110 : INHERITED(shader, rec)
243 SkShader* shader; local
247 shader = new SkEmptyShader;
249 shader = allocator->createT<SkEmptyShader>();
253 shader = new SkColorShader(color);
255 shader = allocator->createT<SkColorShader>(color)
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