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