/external/deqp/framework/randomshaders/ |
rsgShaderGenerator.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Shader generator. 42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
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/external/deqp/framework/referencerenderer/ |
design.txt | 12 - faster shading? move packet loop inside shader 13 (helper class can make shader implementation easier) 18 - random shader generator 21 - shader objects can contain parameters, renderer doesn't care about them
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/external/libgdx/tests/gdx-tests-android/assets/data/g3d/shaders/ |
g_attributes.glsl | 2 * passAttribute: only executed when the attribute is provided by the shader, no extra code in fragment needed 9 * 1. Vertex shader only 10 * - In the vertex shader include the required attribute snippet. 14 * 2. Fragment shader only 15 * - In the vertex shader include the required attribute snippet. 18 * - In the fragment shader include the required attribute snippet. 22 * 3. Both vertex and fragment shader 23 * - In the vertex shader access the attribute as specified in 1. 25 * - In fragment shader include the required attribute snippet.
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/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_gs.c | 56 /* copy shader tokens, the ones passed in will go away. 58 state->shader.tokens = tgsi_dup_tokens(templ->tokens); 59 if (state->shader.tokens == NULL) 70 FREE( (void *)state->shader.tokens );
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/external/mesa3d/src/gallium/drivers/radeonsi/ |
radeonsi_shader.h | 53 /* 1 when the shader contains 74 struct si_shader shader; member in struct:si_pipe_shader 86 int si_pipe_shader_create(struct pipe_context *ctx, struct si_pipe_shader *shader); 87 void si_pipe_shader_destroy(struct pipe_context *ctx, struct si_pipe_shader *shader);
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/external/mesa3d/src/mesa/tnl/ |
descrip.mms | 9 define shader [-.shader] 22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
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/external/mesa3d/src/mesa/vbo/ |
descrip.mms | 10 define shader [-.shader] 22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
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/external/skia/gm/ |
shaderbounds.cpp | 63 // Background shader. 70 // Constrained shader. 86 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background, shaderScale); local 87 return shader;
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/external/skia/src/core/ |
SkLightingShader.h | 65 /** Returns a shader that lights the diffuse and normal maps with a single light. 67 It returns a shader with a reference count of 1. 68 The caller should decrement the shader's reference count when done with the shader.
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/external/skia/src/gpu/gl/debug/ |
GrProgramObj.h | 25 void AttachShader(GrShaderObj *shader);
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/external/skia/src/gpu/glsl/ |
GrGLSLCaps.h | 22 * special layout qualifiers in the fragment shader. 81 // Returns whether we can use the glsl funciton any() in our shader code. 88 // Returns the string of an extension that must be enabled in the shader to support 99 // shader. 104 // This returns the name of an extension that must be enabled in the shader, if such a thing is 105 // required in order to use a secondary output in the shader. This returns a nullptr if no such 128 * texture in generated shader code. Swizzling may be implemented in texture parameters or a 129 * sampler rather than in the shader. In this case the returned swizzle will always be "rgba". 135 /** Swizzle that should occur on the fragment shader outputs for a given config. */
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/external/skia/src/gpu/text/ |
GrDistanceFieldAdjustTable.h | 14 // Distance field text needs this table to compute a value for use in the fragment shader.
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/external/skia/tests/ |
BitmapHeapTest.cpp | 32 static void Flatten(SkWriteBuffer& buffer, const SkShader& shader) { 33 buffer.writeFlattenable(&shader); 46 // Create a bitmap shader. 87 // Now attempt to flatten the shader again.
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/frameworks/base/libs/hwui/ |
Program.cpp | 132 ATRACE_NAME("Build GL Shader"); 134 GLuint shader = glCreateShader(type); local 135 glShaderSource(shader, 1, &source, nullptr); 136 glCompileShader(shader); 139 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 141 ALOGE("Error while compiling this shader:\n===\n%s\n===", source); 145 glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]); 146 LOG_ALWAYS_FATAL("Shader info log: %s", log); 150 return shader;
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/external/deqp/framework/opengl/ |
gluShaderProgram.hpp | 23 * \brief Shader and Program helpers. 44 * \brief Shader information (compile status, log, etc.). 48 ShaderType type; //!< Shader type. 49 std::string source; //!< Shader source. 70 * \brief Combined shader compilation and program linking info. 79 * \brief Shader object. 81 class Shader 84 Shader (const glw::Functions& gl, ShaderType shaderType); 85 Shader (const RenderContext& renderCtx, ShaderType shaderType); 86 ~Shader (void) [all...] |
/external/mesa3d/src/mesa/main/ |
uniforms.c | 134 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT); 144 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2); 155 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3); 168 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4); 175 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT); 185 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2); 196 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3); 208 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4); 215 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT); 222 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2) [all...] |
/frameworks/base/media/mca/filterfw/native/core/ |
shader_program.h | 42 // A ShaderProgram is a Program object that holds a GLSL shader implementation. 43 // It provides functionality for compiling, linking, and executing the shader. 46 // By default a ShaderProgram provides its own vertex shader. However, a custom 47 // vertex shader may be passed and used instead. 48 // When implementing a vertex shader, the following attribute names have special 54 // The shader program will bind these attributes to the correct values, if they 55 // are present in the vertex shader source code. 57 // When implementing the fragment shader, the following variable names must be 64 // If more input textures are given than the shader can handle, this will result 70 // Create a new shader program with the given fragment shader source code [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
svga_tgsi.c | 161 * Use the shader info to generate a bitmask indicating which generic 162 * inputs are used by the shader. A set bit indicates that GENERIC[i] 218 * the fragment shader doesn't use that VS output. Just allocate 251 /* Parse TGSI shader and translate to SVGA/DX9 serialized 254 * In this function SVGA shader is emitted to an in-memory buffer that 259 svga_tgsi_translate( const struct svga_shader *shader, 278 tgsi_scan_shader( shader->tokens, &emit.info); 305 if (!svga_shader_emit_instructions( &emit, shader->tokens )) { 314 result->shader = shader; [all...] |
/external/webrtc/webrtc/api/objc/ |
RTCOpenGLVideoRenderer.mm | 48 // Vertex shader doesn't do anything except pass coordinates through. 59 // Fragment shader converts YUV values from input textures into a final RGB 82 // Compiles a shader of the given |type| with GLSL source |source| and returns 83 // the shader handle or 0 on error. 85 GLuint shader = glCreateShader(type); 86 if (!shader) { 89 glShaderSource(shader, 1, &source, NULL); 90 glCompileShader(shader); 92 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); 94 glDeleteShader(shader); [all...] |
/frameworks/native/opengl/tests/gl2_basic/ |
gl2_basic.cpp | 77 GLuint shader = glCreateShader(shaderType); local 78 if (shader) { 79 glShaderSource(shader, 1, &pSource, NULL); 80 glCompileShader(shader); 82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 85 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 89 glGetShaderInfoLog(shader, infoLen, NULL, buf); 90 fprintf(stderr, "Could not compile shader %d:\n%s\n", 94 glDeleteShader(shader); 95 shader = 0 [all...] |
/frameworks/native/opengl/tests/gl_perf/ |
fill_common.cpp | 34 GLuint shader = glCreateShader(shaderType); local 35 if (shader) { 36 glShaderSource(shader, 1, &pSource, NULL); 37 glCompileShader(shader); 39 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 42 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 46 glGetShaderInfoLog(shader, infoLen, NULL, buf); 47 ALOGE("Could not compile shader %d:\n%s\n", shaderType, buf); 50 glDeleteShader(shader); 51 shader = 0 [all...] |
/external/deqp/modules/gles3/functional/ |
es3fNegativeStateApiTests.cpp | 213 GLuint shader = glCreateShader(GL_VERTEX_SHADER); 218 glGetShaderiv(shader, -1, ¶m[0]); 222 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 227 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader does not refer to a shader object."); 232 glDeleteShader(shader); 237 GLuint shader = glCreateShader(GL_VERTEX_SHADER); 242 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 247 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader object.") [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
Shader_TileModeTest.java | 20 import android.graphics.Shader; 21 import android.graphics.Shader.TileMode;
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/cts/tests/tests/opengl/libopengltest/ |
attach_shader_ten.cpp | 22 #include "shader.h" 38 LOGI("Attached Shader First element : %d\n", *shaders);
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/development/ndk/platforms/android-18/samples/MoreTeapots/jni/ |
MoreTeapotsRenderer.cpp | 138 //Create parameter dictionary for shader patch 148 //Load shader 195 LOGI( "Shader compilation failed!! Falls back to ES2.0 pass" ); 198 //Load shader for GLES2.0 204 //Load shader for GLES2.0 380 //Shader load for GLES2 381 //In GLES2.0, shader attribute locations need to be explicitly specified before linking 387 // Create shader program 389 LOGI( "Created Shader %d", program ); 391 // Create and compile vertex shader [all...] |