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  /external/webrtc/talk/app/webrtc/java/android/org/webrtc/
GlRectDrawer.java 50 // Simple vertex shader, used for both YUV and OES.
121 private static class Shader {
125 public Shader(String fragmentShader) {
132 private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>();
190 final Shader shader; local
192 shader = shaders.get(fragmentShader);
195 shader = new Shader(fragmentShader)
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  /external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/graphics/glutils/
VertexBufferObject.java 133 * @param shader the shader */
136 * @param shader the shader */
138 public void bind (ShaderProgram shader) {
139 bind(shader, null);
143 public void bind (ShaderProgram shader, int[] locations) {
156 final int location = shader.getAttributeLocation(attribute.alias);
159 shader.enableVertexAttribute(location);
162 shader.setVertexAttribute(location, attribute.numComponents, GL20.GL_UNSIGNED_BYTE, true, attributes.vert (…)
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  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state_shader.c 46 * Create a new fragment shader variant.
54 struct pipe_shader_state *stipple_fs = NULL, *curfs = &fs->shader;
59 /* get new shader that implements polygon stippling */
80 &fs->shader);
132 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
136 &state->shader);
138 FREE((void *) state->shader.tokens);
160 /* This depends on the current fragment shader and must always be
200 FREE((void *) state->shader.tokens);
216 /* copy shader tokens, the ones passed in will go away
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  /external/mesa3d/src/mesa/main/
shaderapi.c 56 /** Define this to enable shader substitution (see below) */
95 * Initialize context's shader state.
116 ctx->Shader.Flags = get_shader_flags();
121 * Free the per-context shader-related state.
126 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
127 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
129 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
131 _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
133 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
161 * Confirm that the a shader type is valid and supported by the implementatio
200 struct gl_shader *shader = _mesa_lookup_shader(ctx, name); local
614 struct gl_shader *shader = local
1290 GLcharARB *buffer, *shader; local
1672 const GLuint shader = create_shader(ctx, type); local
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  /developers/build/prebuilts/gradle/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /developers/samples/android/media/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /development/samples/browseable/MediaEffects/src/com.example.android.mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_fs.c 35 * - fragment shader
48 * the fragment shader needs typically to be done in floats, but the
100 /** Fragment shader number (for debugging) */
212 * Generate the fragment shader, depth/stencil test, and alpha tests.
218 struct lp_fragment_shader *shader,
235 const struct tgsi_token *tokens = shader->base.tokens;
243 boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
244 shader->info.base.num_inputs < 3 &&
245 shader->info.base.num_instructions < 8);
261 if (!shader->info.base.writes_z)
1307 struct lp_fragment_shader *shader; local
1462 struct lp_fragment_shader *shader = fs; local
1663 struct lp_fragment_shader *shader = lp->fs; local
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/
ParticleShader.java 27 import com.badlogic.gdx.graphics.g3d.Shader;
40 /** This is a custom shader to render the particles.
42 * This shader will be used when dealing with billboards using GPU mode or point sprites.
55 /** The uber vertex shader to use, null to use the default vertex shader. */
57 /** The uber fragment shader to use, null to use the default fragment shader. */
111 @Override public boolean isGlobal (BaseShader shader, int inputID) { return true; }
112 @Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
113 shader.set(inputID, TMP_VECTOR3.set(shader.camera.direction).crs(shader.camera.up).nor())
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  /external/mesa3d/src/gallium/drivers/r300/
r300_fs.c 89 struct r300_fragment_shader_code *shader)
94 compiler->OutputColor[0] = shader->info.num_outputs;
95 compiler->OutputColor[1] = shader->info.num_outputs;
96 compiler->OutputColor[2] = shader->info.num_outputs;
97 compiler->OutputColor[3] = shader->info.num_outputs;
98 compiler->OutputDepth = shader->info.num_outputs;
101 for(i = 0; i < shader->info.num_outputs; ++i) {
102 switch(shader->info.output_semantic_name[i]) {
223 struct r300_fragment_shader_code* shader,
228 struct r300_fragment_shader_code* shader)
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_zscan.c 94 struct ureg_program *shader; local
105 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
106 if (!shader)
111 scale = ureg_imm2f(shader,
115 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
116 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
117 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM);
119 tmp = ureg_DECL_temporary(shader);
121 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
124 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i)
172 struct ureg_program *shader; local
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vl_median_filter.c 49 struct ureg_program *shader; local
53 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
54 if (!shader)
57 i_vpos = ureg_DECL_vs_input(shader, 0);
58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
61 ureg_MOV(shader, o_vpos, i_vpos);
62 ureg_MOV(shader, o_vtex, i_vpos);
64 ureg_END(shader);
66 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
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  /frameworks/base/core/jni/android/graphics/
Shader.cpp 46 SkShader* shader = reinterpret_cast<SkShader*>(shaderHandle); local
47 SkSafeUnref(shader);
58 // The current shader will no longer need a direct reference owned by Shader.java
63 // Attempt to peel off an existing proxy shader and get the proxy's matrix. If
67 // refAsALocalMatrixShader(): if the shader contains a proxy then it unwraps the proxy
68 // returning both the underlying shader and the proxy's matrix.
69 // newWithLocalMatrix(): will return a proxy shader that wraps the provided shader and
70 // concats the provided local matrix with the shader's matrix
125 SkShader* shader = SkGradientShader::CreateLinear(pts, local
169 SkShader* shader = SkGradientShader::CreateRadial(center, radius, local
208 SkShader* shader = SkGradientShader::CreateSweep(x, y, local
234 SkShader* shader = SkShader::CreateComposeShader(shaderA, shaderB, mode); local
245 SkShader* shader = SkShader::CreateComposeShader(shaderA, shaderB, xfermode.get()); local
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  /external/deqp/modules/gles31/functional/
es31fNegativeAtomicCounterTests.cpp 73 std::ostringstream shader;
77 shader << getGLSLVersionDeclaration(glu::GLSL_VERSION_310_ES) << "\n";
82 shader << "#extension GL_EXT_geometry_shader : enable\n";
83 shader << "layout(max_vertices = 3) out;\n";
88 shader << "#extension GL_EXT_tessellation_shader : enable\n";
98 shader << "layout (binding = " << maxBuffers << ", offset = 0) uniform atomic_uint counter0;\n";
102 shader << "layout (binding = 1, offset = 0) " << glu::getPrecisionName(glu::PRECISION_MEDIUMP) << " uniform atomic_uint counter0;\n";
106 shader << "layout (binding = 1, offset = 0) " << glu::getPrecisionName(glu::PRECISION_LOWP) << " uniform atomic_uint counter0;\n";
110 shader << "layout (binding = 1, offset = 0) uniform atomic_uint counter0;\n"
115 shader << "layout (offset = 0) uniform atomic_uint counter0;\n"
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  /external/libgdx/backends/gdx-backends-gwt/src/com/google/gwt/webgl/client/
WebGLUtil.java 49 WebGLShader shader = gl.createShader(shaderType); local
50 gl.shaderSource(shader, source);
51 gl.compileShader(shader);
52 if (!gl.getShaderParameterb(shader, COMPILE_STATUS)) {
53 throw new RuntimeException(gl.getShaderInfoLog(shader));
55 return shader;
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
Pass2Shader.java 35 /** This shader accumulates shadow with blending
62 public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
63 shader.set(inputID, shadowSystem.getCurrentLightProperties().camera.combined);
68 public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
69 shader.set(inputID, shadowSystem.getTexture(0));
74 public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
76 shader.set(inputID, tr.getU(), tr.getV(), tr.getU2() - tr.getU(), tr.getV2() - tr.getV());
81 public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
86 shader.set(inputID, l.color.r * intensity, l.color.g * intensity, l.color.b * intensity);
91 public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes)
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  /external/autotest/client/site_tests/graphics_dEQP/expectations/baytrail/
dEQP-GLES2.functional.hasty.Fail.bz2 
dEQP-GLES3.functional.hasty.Fail.bz2 
  /external/autotest/client/site_tests/graphics_dEQP/expectations/braswell/
dEQP-GLES2.functional.hasty.Fail.bz2 
  /external/autotest/client/site_tests/graphics_dEQP/expectations/broadwell/
dEQP-GLES2.functional.hasty.Fail.bz2 
dEQP-GLES3.functional.hasty.Fail.bz2 
  /external/autotest/client/site_tests/graphics_dEQP/expectations/haswell/
dEQP-GLES3.functional.hasty.Fail.bz2 
  /external/autotest/client/site_tests/graphics_dEQP/expectations/ivybridge/
dEQP-GLES3.functional.hasty.Fail.bz2 
  /external/autotest/client/site_tests/graphics_dEQP/expectations/sandybridge/
dEQP-GLES2.functional.hasty.Fail.bz2 
  /external/mesa3d/src/gallium/drivers/svga/
svga_state_constants.c 50 svga_shader_type(unsigned shader)
54 assert(shader <= PIPE_SHADER_FRAGMENT);
55 return shader + 1;
60 * Check and emit one shader constant register.
61 * \param shader PIPE_SHADER_FRAGMENT or PIPE_SHADER_VERTEX
66 emit_const(struct svga_context *svga, unsigned shader, unsigned i,
71 assert(shader < PIPE_SHADER_TYPES);
74 if (memcmp(svga->state.hw_draw.cb[shader][i], value,
79 shader == PIPE_SHADER_VERTEX ? "VERT" : "FRAG",
88 svga_shader_type(shader),
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