/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.
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/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
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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.
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/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
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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
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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 [all...] |
/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);
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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)
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/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,
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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") [all...] |
/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());
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/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();
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/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);
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/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.
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/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; [all...] |
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); [all...] |
/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; [all...] |
/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; [all...] |
/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; [all...] |
/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 [all...] |
/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); [all...] |
/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! " [all...] |
/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)" [all...] |
/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; [all...] |
/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 [all...] |