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  /external/deqp/doc/testspecs/GLES2/
functional.vertex_arrays.multiple_attributes.txt 41 user pointer while rendering. Rendering uses simple shader that takes first
50 shader.
53 float data is used as vec2 in shader.
56 data is used as vec2 in shader. Strides test uses npot stride, pot stride and types
60 are used as vec2 in shader.
  /external/deqp/doc/testspecs/GLES3/
functional.shaders.matrix.txt 32 - Constant, uniform and shader in inputs
46 Matrix arithmetic tests operate like other shader rendering tests.
47 Input matrices and vectors are read from uniforms, shader inputs
48 or constructed as constant values. Operation is performed in shader
54 pre-computed reference value in fragment shader. Fragment color
functional.vertex_arrays.multiple_attributes.txt 41 user pointer while rendering. Rendering uses simple shader that takes first
50 shader.
53 float data is used as vec2 in shader.
56 data is used as vec2 in shader. Strides test uses npot stride, pot stride and types
60 are used as vec2 in shader.
  /external/deqp/doc/testspecs/GLES31/
functional.android_extension_pack.txt 27 + Shader extension macro test
28 + Shader compilation tests using android extension pack extension
30 + Shader compilation tests using extended implementation limits
45 that shader preprocessor macros defined by android_extension_pack
49 that shader extension directive of an extension required by
functional.fbo.no_attachments.txt 34 - Atomic counter use (none guaranteed in fragment shader)
35 - Image read/write (no image units guaranteed in fragment shader)
44 ways of outputting data from a fragment shader without a color/depth/stencil
46 buffers, shader storage blocks and image uniforms) are zero.
50 is verified by running a shader that discard all fragments that are not within
functional.shaders.sample_variables.txt 44 Values are verified with verifier fragment shader.
46 sample_id.* cases verify gl_SampleID values. A quad is drawn with a shader
50 that in each grid cell only the fragment shader invocations with a certain
53 thus only guarantees that for each pixel there exist a fragment shader
55 shader invocation is unique.
59 with a verifier fragment shader. Fragment shader compares gl_SamplePosition
65 within a pixel. The tests render a quad with a fragment shader that encodes the
79 shader is executed once per pixel, and *_per_sample when shader is executed pe
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  /external/deqp/framework/randomshaders/
rsgShader.hpp 4 * drawElements Quality Program Random Shader Generator
23 * \brief Shader Class.
80 class Shader
91 Shader (Type type);
92 ~Shader (void);
rsgVariable.cpp 2 * drawElements Quality Program Random Shader Generator
72 if (state.getShader().getType() == Shader::TYPE_FRAGMENT)
81 case Shader::TYPE_VERTEX: str << Token::ATTRIBUTE; break;
82 case Shader::TYPE_FRAGMENT: str << Token::VARYING << Token::MEDIUM_PRECISION; break;
102 if (state.getShader().getType() == Shader::TYPE_VERTEX)
  /external/mesa3d/src/mesa/main/
shaderapi.h 145 _mesa_AttachShader(GLuint program, GLuint shader);
157 _mesa_DeleteShader(GLuint shader);
160 _mesa_DetachShader(GLuint program, GLuint shader);
174 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
177 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
ff_fragment_shader.cpp 322 (ctx->Shader.CurrentVertexProgram &&
323 ctx->Shader.CurrentVertexProgram->LinkStatus &&
324 ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]);
383 /* Choose GLSL vertex shader over ARB vertex program. Need this
384 * since vertex shader state validation comes after fragment state
388 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
520 struct gl_shader *shader; member in class:texenv_fragment_program
547 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA");
558 ir_variable *var = p->shader->symbols->get_variable("gl_Color");
589 var = p->shader->symbols->get_variable("gl_TextureEnvColor")
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  /external/robolectric/v1/src/test/java/com/xtremelabs/robolectric/shadows/
BitmapDrawableTest.java 7 import android.graphics.Shader;
99 drawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.MIRROR);
100 assertEquals(Shader.TileMode.REPEAT, drawable.getTileModeX());
101 assertEquals(Shader.TileMode.MIRROR, drawable.getTileModeY());
  /external/skia/gm/
clippedbitmapshaders.cpp 17 // filled with a bitmap shader. The bitmap shader is transformed so that the
20 // In Repeat and Mirror mode, this tests that the bitmap shader still draws
85 SkShader* shader = SkShader::CreateBitmapShader( local
89 paint.setShader(shader)->unref();
  /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
Alpha8BitmapActivity.java 29 import android.graphics.Shader;
56 BitmapShader shader = new BitmapShader(texture, local
57 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
71 mBitmapPaint.setShader(shader);
  /frameworks/base/tools/layoutlib/bridge/src/android/graphics/
Shader_Delegate.java 22 import android.graphics.Shader.TileMode;
25 * Delegate implementing the native methods of android.graphics.Shader
27 * Through the layoutlib_create tool, the original native methods of Shader have been replaced
32 * it and the original Shader class.
34 * This also serve as a base class for all Shader delegate classes.
  /cts/tests/tests/graphics/src/android/opengl/cts/
EglConfigGLSurfaceView.java 192 int shader = GLES20.glCreateShader(shaderType); local
193 if (shader != 0) {
194 GLES20.glShaderSource(shader, source);
195 GLES20.glCompileShader(shader);
197 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
199 Log.e(TAG, "Could not compile shader " + shaderType + ":");
200 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
201 GLES20.glDeleteShader(shader);
202 shader = 0;
205 return shader;
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OpenGlEsVersionCtsActivity.java 201 int shader = GLES31.glCreateShader(shaderType); local
202 if (shader == 0) {
206 GLES31.glShaderSource(shader, source);
207 GLES31.glCompileShader(shader);
209 GLES31.glGetShaderiv(shader, GLES31.GL_COMPILE_STATUS, compiled, 0);
211 Log.e(TAG, "Unable to compile shader " + shaderType + ":");
212 Log.e(TAG, GLES31.glGetShaderInfoLog(shader));
213 GLES31.glDeleteShader(shader);
216 GLES31.glAttachShader(program, shader);
217 GLES31.glDeleteShader(shader);
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  /development/ndk/platforms/android-18/samples/gles3jni/jni/
gles3jni.cpp 42 GLuint shader = glCreateShader(shaderType); local
43 if (!shader) {
47 glShaderSource(shader, 1, &src, NULL);
50 glCompileShader(shader);
51 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
54 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
58 glGetShaderInfoLog(shader, infoLogLen, NULL, infoLog);
59 ALOGE("Could not compile %s shader:\n%s\n",
65 glDeleteShader(shader);
69 return shader;
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  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
GLES20TriangleRenderer.java 158 int shader = GLES20.glCreateShader(shaderType); local
159 if (shader != 0) {
160 GLES20.glShaderSource(shader, source);
161 GLES20.glCompileShader(shader);
163 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
165 Log.e(TAG, "Could not compile shader " + shaderType + ":");
166 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
167 GLES20.glDeleteShader(shader);
168 shader = 0;
171 return shader;
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  /development/samples/BasicGLSurfaceView/src/com/example/android/basicglsurfaceview/
GLES20TriangleRenderer.java 156 int shader = GLES20.glCreateShader(shaderType); local
157 if (shader != 0) {
158 GLES20.glShaderSource(shader, source);
159 GLES20.glCompileShader(shader);
161 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
163 Log.e(TAG, "Could not compile shader " + shaderType + ":");
164 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
165 GLES20.glDeleteShader(shader);
166 shader = 0;
169 return shader;
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  /external/deqp/doc/testspecs/VK/
sparse_resources.txt 69 The second queue is used to perform compute and transfer operations. A compute shader is invoked to fill the whole buffer with data.
73 from compute shader. For parts of the data that correspond to the regions of sparse buffer that have device memory bound, the comparison is done
74 against expected output from compute shader. For parts that correspond to gaps, the data is random or should be filled with zeros if
88 The second queue is used to perform compute and transfer operations. A compute shader is invoked to fill the whole image with data.
92 from compute shader. For parts of the data that correspond to the regions of image that have device memory bound, the comparison is done
93 against expected output from compute shader. For parts that correspond to gaps, the data is random or should be filled with zeros if residencyNonResidentStrict
102 A compute shader is invoked to fill each mipmap level with data. Afterwards the data is transfered to a non-sparse buffer object.
105 from compute shader. The test passes if the data sets are equal.
117 The second queue is used to perform compute and transfer operations. A compute shader is invoked to fill the whole WRITE buffer with data.
121 from compute shader. The test passes if the data sets are equal
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
ProjectiveTextureTest.java 138 if (!projTexShader.isCompiled()) throw new GdxRuntimeException("Couldn't compile shader: " + projTexShader.getLog());
177 private void renderMesh (ShaderProgram shader, Matrix4 cam, Matrix4 projector, Matrix4 model, Mesh mesh, Color color) {
181 shader.setUniformMatrix("u_camera", cam);
182 shader.setUniformMatrix("u_projector", projector);
183 shader.setUniformf("u_projectorPos", position.x, position.y, position.z);
184 shader.setUniformMatrix("u_model", model);
185 shader.setUniformMatrix("u_modelNormal", modelNormal);
186 shader.setUniformf("u_color", color.r, color.g, color.b);
187 shader.setUniformi("u_texture", 0);
188 mesh.render(shader, GL20.GL_TRIANGLES);
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  /external/mesa3d/src/gallium/drivers/r300/
r300_vs.c 181 struct r300_vertex_shader* shader)
187 /* Make a simple vertex shader which outputs (0, 0, 0, 1),
196 shader->state.tokens = tgsi_dup_tokens(ureg_finalize(ureg));
199 shader->dummy = TRUE;
200 r300_init_vs_outputs(r300, shader);
201 r300_translate_vertex_shader(r300, shader);
241 fprintf(stderr, "r300 VP: Cannot translate a shader. "
242 "Using a dummy shader instead.\n");
260 fprintf(stderr, "r300 VP: Compiler error:\n%sUsing a dummy shader"
264 fprintf(stderr, "r300 VP: Cannot compile the dummy shader! "
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  /external/mesa3d/src/gallium/drivers/svga/
svga_state_fs.c 72 * If we fail to compile a fragment shader (because it uses too many
73 * registers, for example) we'll use a dummy/fallback shader that
113 /* some problem during translation, try the dummy shader */
119 debug_printf("Failed to compile fragment shader, using dummy shader instead.\n");
173 /* Only need fragment shader fixup for twoside lighting if doing
188 * shader that overrides all output colors with 1,1,1,1
194 * Ultimately, we could implement alphatest in the shader using
203 /* XXX: want to limit this to the textures that the shader actually
297 "fragment shader (hwtnl)"
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  /frameworks/native/opengl/tests/testLatency/src/com/android/testlatency/
TestLatencyView.java 170 int shader = GLES20.glCreateShader(shaderType); local
171 if (shader != 0) {
172 GLES20.glShaderSource(shader, source);
173 GLES20.glCompileShader(shader);
175 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
177 Log.e(TAG, "Could not compile shader " + shaderType + ":");
178 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
179 GLES20.glDeleteShader(shader);
180 shader = 0;
183 return shader;
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  /external/mesa3d/src/glsl/
linker.cpp 31 * In the first stage shaders are partitioned into groups based on the shader
35 * - Undefined references in each shader are resolve to definitions in
36 * another shader.
42 * The result, in the terminology of the GLSL spec, is a set of shader
46 * on each of the shader executables.
48 * - Each shader executable must define a \c main function.
49 * - Each vertex shader executable must write to \c gl_Position.
50 * - Each fragment shader executable must write to either \c gl_FragData or
53 * In the final stage individual shader executables are linked to create a
56 * - Types of uniforms defined in multiple shader stages with the same nam
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