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  /external/skia/src/gpu/gl/
GrGLVaryingHandler.h 22 // shader since there is no vertex shader.
  /external/deqp/modules/gles2/functional/
es2fShaderApiTests.cpp 21 * \brief Shader API tests.
90 void setShaderSources (glu::Shader& shader, const ShaderSources& sources)
98 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]);
100 shader.setSources((int)cStrings.size(), &cStrings[0], 0);
131 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info)
146 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
147 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen);
148 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
156 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0])
257 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles2::Functional::__anon10754::glu
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  /external/mesa3d/src/glsl/
test_optpass.cpp 176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
192 printf(" --vertex-shader: test with a vertex shader (the default)\n");
193 printf(" --fragment-shader: test with a fragment shader\n");
204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local
205 shader->Type = shader_type;
210 = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader)
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_matrix_filter.c 51 struct ureg_program *shader; local
55 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
56 if (!shader)
59 i_vpos = ureg_DECL_vs_input(shader, 0);
60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
63 ureg_MOV(shader, o_vpos, i_vpos);
64 ureg_MOV(shader, o_vtex, i_vpos);
66 ureg_END(shader);
68 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
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  /development/ndk/platforms/android-5/samples/hello-gl2/jni/
gl_code.cpp 58 GLuint shader = glCreateShader(shaderType); local
59 if (shader) {
60 glShaderSource(shader, 1, &pSource, NULL);
61 glCompileShader(shader);
63 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
66 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
70 glGetShaderInfoLog(shader, infoLen, NULL, buf);
71 LOGE("Could not compile shader %d:\n%s\n",
75 glDeleteShader(shader);
76 shader = 0
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  /development/perftests/panorama/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
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  /external/robolectric/v1/src/main/java/com/xtremelabs/robolectric/shadows/
ShadowPaint.java 5 import android.graphics.Shader;
27 private Shader shader; field in class:ShadowPaint
47 public Shader setShader(Shader shader) {
48 this.shader = shader;
49 return shader;
64 public Shader getShader()
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  /external/skia/bench/
GLBench.cpp 62 GrGLuint shader; local
63 // Create the shader object
64 GR_GL_CALL_RET(gl, shader, CreateShader(type));
66 // Load the shader source
67 GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, nullptr));
69 // Compile the shader
70 GR_GL_CALL(gl, CompileShader(shader));
75 GR_GL_CALL(gl, GetShaderiv(shader, GR_GL_COMPILE_STATUS, &success));
77 GR_GL_CALL(gl, GetShaderInfoLog(shader, 512, nullptr, infoLog));
78 SkDebugf("ERROR::SHADER::COMPLIATION_FAILED: %s\n", infoLog)
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  /external/skia/include/core/
SkShader.h 29 * has no shader, then the paint's color is used. If the paint has a
30 * shader, then the shader's color(s) are use instead, but they are
31 * modulated by the paint's alpha. This makes it easy to create a shader
33 * w/o having to modify the original shader... only the paint's alpha needs
44 * FIXME: This can be incorrect for a Shader with its own local matrix
50 /** replicate the edge color if the shader draws outside of its
55 /** repeat the shader's image horizontally and vertically */
58 /** repeat the shader's image horizontally and vertically, alternating
92 * Returns true if the shader is guaranteed to produce only opaqu
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  /frameworks/native/opengl/tests/gl2_jni/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
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  /frameworks/native/opengl/tests/gldual/jni/
gl_code.cpp 38 GLuint shader = glCreateShader(shaderType); local
39 if (shader) {
40 glShaderSource(shader, 1, &pSource, NULL);
41 glCompileShader(shader);
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
50 glGetShaderInfoLog(shader, infoLen, NULL, buf);
51 ALOGE("Could not compile shader %d:\n%s\n",
55 glDeleteShader(shader);
56 shader = 0
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  /frameworks/native/services/surfaceflinger/RenderEngine/
Program.cpp 98 GLuint shader = glCreateShader(type); local
99 glShaderSource(shader, 1, &source, 0);
100 glCompileShader(shader);
102 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
107 glGetShaderInfoLog(shader, sizeof(log), 0, log);
108 ALOGE("Error while compiling shader: \n%s\n%s", source, log);
109 glDeleteShader(shader);
112 return shader;
116 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; local
118 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l)
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  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
Renderer.cpp 39 GLuint shader = glCreateShader(shaderType); local
40 if (shader) {
41 glShaderSource(shader, 1, &pSource, NULL);
42 glCompileShader(shader);
44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
51 glGetShaderInfoLog(shader, infoLen, NULL, buf);
52 LOGE("Could not compile shader %d:\n%s\n",
56 glDeleteShader(shader);
57 shader = 0
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/
VertexArray.java 98 public void bind (final ShaderProgram shader) {
99 bind(shader, null);
103 public void bind (final ShaderProgram shader, final int[] locations) {
109 final int location = shader.getAttributeLocation(attribute.alias);
111 shader.enableVertexAttribute(location);
115 shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
119 shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
128 shader.enableVertexAttribute(location);
132 shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
136 shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attrib (…)
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VertexBufferObjectSubData.java 151 * @param shader the shader */
153 public void bind (final ShaderProgram shader) {
154 bind(shader, null);
158 public void bind (final ShaderProgram shader, final int[] locations) {
172 final int location = shader.getAttributeLocation(attribute.alias);
174 shader.enableVertexAttribute(location);
176 shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attributes.vertexSize,
184 shader.enableVertexAttribute(location);
186 shader.setVertexAttribute(location, attribute.numComponents, attribute.type, attribute.normalized, attrib (…)
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/
ModelBatch.java 35 /** Batches {@link Renderable} instances, fetches {@link Shader}s for them, sorts them and then renders them. Fetching the shaders
57 renderable.shader = null;
69 /** the {@link ShaderProvider}, provides {@link Shader} instances for Renderables **/
126 * @param vertexShader The {@link FileHandle} of the vertex shader to use.
127 * @param fragmentShader The {@link FileHandle} of the fragment shader to use. */
134 * @param vertexShader The vertex shader to use.
135 * @param fragmentShader The fragment shader to use. */
198 Shader currentShader = null;
201 if (currentShader != renderable.shader) {
203 currentShader = renderable.shader;
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Renderable.java 31 * It defines what (the shape), how (the material) and where (the transform) should be rendered by which shader.</p>
43 * Renderables can be rendered directly using a {@link Shader} (in which case the {@link #shader} member is ignored). Though more
49 * to pass additional data to the shader. However, in most scenario's it is advised to use the {@link #material} or
50 * {@link #environment} member with custom {@link Attribute}s to pass data to the shader.</p>
53 * the Renderable class and add additional fields to pass to the shader. While extending the Renderable class can be useful, the
54 * shader should not rely on it. Similar to the {@link #userData} member it is advised to use the {@link #material} and
55 * {@link #environment} members to pass data to the shader.</p>
61 * When the {@link #shader} member of the Renderable is set, the {@link ShaderProvider} of the {@link ModelBatch} may decide to
62 * use that shader instead of the default shader. Therefor, to assure the default shader is used, the {@link #shader} (…)
86 public Shader shader; field in class:Renderable
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  /external/deqp/modules/gles3/functional/
es3fShaderApiTests.cpp 21 * \brief Shader API tests.
107 void setShaderSources (glu::Shader& shader, const ShaderSources& sources)
115 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]);
117 shader.setSources((int)cStrings.size(), &cStrings[0], 0);
148 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info)
163 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
164 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen);
165 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
173 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0])
310 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles3::Functional::__anon10904::glu
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  /cts/hostsidetests/sustainedperf/shadertoy_android/jni/
utils.h 52 std::string StripLambda(const char(&shader)[size]) {
53 return std::string(shader + 6, shader + size - 2);
58 bool CompileShader(GLuint shader, const std::string& shader_string);
  /external/opencv3/samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/
SimplePixelShader.hlsl 14 // Pixel Shader
  /external/opencv3/samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/
SimplePixelShader.hlsl 14 // Pixel Shader
  /external/skia/gm/
tiledscaledbitmap.cpp 20 * This GM reproduces Skia bug 2904, in which a tiled bitmap shader was failing to draw correctly
67 SkShader *shader = SkShader::CreateBitmapShader(fBitmap, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode, &mat); variable
68 paint.setShader(shader);
70 SkSafeUnref(shader); variable
  /external/skia/src/gpu/glsl/
GrGLSLProcessorTypes.h 15 * to their shader code.
  /external/mesa3d/src/gallium/drivers/r300/
r300_fs.h 38 /* Whether the shader was replaced by a dummy one due to a shader
66 /* Currently-bound fragment shader. */
67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader
77 /* Return TRUE if the shader was switched and should be re-emitted. */
84 return (fs->shader->code.writes_depth) ? TRUE : FALSE;
91 return (fs->shader->write_all) ? TRUE : FALSE;
  /external/deqp/modules/gles31/functional/
es31fProgramInterfaceDefinition.hpp 63 class Shader
74 Shader (glu::ShaderType type, glu::GLSLVersion version);
75 ~Shader (void);
77 Shader (const Shader&);
78 Shader& operator= (const Shader&);
93 Shader* addShader (glu::ShaderType type, glu::GLSLVersion version);
98 const std::vector<Shader*>& getShaders (void) const;
120 std::vector<Shader*> m_shaders
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