/external/skia/src/gpu/gl/ |
GrGLVaryingHandler.h | 22 // shader since there is no vertex shader.
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/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 [all...] |
/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) [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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() [all...] |
/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) [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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) [all...] |
/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 [all...] |
/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 (…) [all...] |
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 (…) [all...] |
/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;
[all...] |
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 [all...] |
/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 [all...] |
/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);
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/external/opencv3/samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/ |
SimplePixelShader.hlsl | 14 // Pixel Shader
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/external/opencv3/samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/ |
SimplePixelShader.hlsl | 14 // Pixel Shader
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/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
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/external/skia/src/gpu/glsl/ |
GrGLSLProcessorTypes.h | 15 * to their shader code.
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/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;
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/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 [all...] |