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