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  /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);
  /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
  /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.
  /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 );
  /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);
  /external/mesa3d/src/mesa/tnl/
descrip.mms 9 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/mesa3d/src/mesa/vbo/
descrip.mms 10 define shader [-.shader]
22 INCDIR = [---.include],[-.main],[-.glapi],[-.shader],[-.shader.slang]
  /external/skia/gm/
shaderbounds.cpp 63 // Background shader.
70 // Constrained shader.
86 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background, shaderScale); local
87 return shader;
  /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.
  /external/skia/src/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /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. */
  /external/skia/src/gpu/text/
GrDistanceFieldAdjustTable.h 14 // Distance field text needs this table to compute a value for use in the fragment shader.
  /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.
  /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;
  /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, &param[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;
  /cts/tests/tests/opengl/libopengltest/
attach_shader_ten.cpp 22 #include "shader.h"
38 LOGI("Attached Shader First element : %d\n", *shaders);
  /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
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