HomeSort by relevance Sort by last modified time
    Searched refs:fragmentShader (Results 1 - 25 of 119) sorted by null

1 2 3 4 5

  /cts/tests/tests/opengl/libopengltest/
attach_shader_eight.cpp 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
29 glAttachShader(program, fragmentShader);
33 glDeleteShader(fragmentShader);
attach_shader_nine.cpp 26 GLuint fragmentShader = 0;
28 glAttachShader(program, fragmentShader);
32 glDeleteShader(fragmentShader);
attach_shader_ten.cpp 27 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, attach_shader_successful_complile_shader);
29 glAttachShader(program, fragmentShader);
42 glDeleteShader(fragmentShader);
attach_shader_six.cpp 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
30 glAttachShader(program, fragmentShader);
  /external/deqp/framework/randomshaders/
rsgProgramGenerator.hpp 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
rsgTest.cpp 51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT);
54 generator.generate(programParams, vertexShader, fragmentShader);
57 std::cout << "Fragment shader:\n--\n" << fragmentShader.getSource() << "--\n";
63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms);
70 executor.execute(vertexShader, fragmentShader, uniformValues);
rsgProgramGenerator.cpp 44 Shader& fragmentShader)
55 shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs);
63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
rsgProgramExecutor.hpp 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
DefaultShaderProvider.java 32 public DefaultShaderProvider (final String vertexShader, final String fragmentShader) {
33 this(new DefaultShader.Config(vertexShader, fragmentShader));
36 public DefaultShaderProvider (final FileHandle vertexShader, final FileHandle fragmentShader) {
37 this(vertexShader.readString(), fragmentShader.readString());
DepthShaderProvider.java 32 public DepthShaderProvider (final String vertexShader, final String fragmentShader) {
33 this(new DepthShader.Config(vertexShader, fragmentShader));
36 public DepthShaderProvider (final FileHandle vertexShader, final FileHandle fragmentShader) {
37 this(vertexShader.readString(), fragmentShader.readString());
  /external/webrtc/talk/app/webrtc/java/android/org/webrtc/
GlRectDrawer.java 125 public Shader(String fragmentShader) {
126 this.glShader = new GlShader(VERTEX_SHADER_STRING, fragmentShader);
189 private void prepareShader(String fragmentShader, float[] texMatrix) {
191 if (shaders.containsKey(fragmentShader)) {
192 shader = shaders.get(fragmentShader);
195 shader = new Shader(fragmentShader);
196 shaders.put(fragmentShader, shader);
199 if (fragmentShader == YUV_FRAGMENT_SHADER_STRING) {
203 } else if (fragmentShader == RGB_FRAGMENT_SHADER_STRING) {
205 } else if (fragmentShader == OES_FRAGMENT_SHADER_STRING)
    [all...]
GlShader.java 58 private int fragmentShader;
63 fragmentShader = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
69 GLES20.glAttachShader(program, fragmentShader);
134 if (fragmentShader != -1) {
135 GLES20.glDeleteShader(fragmentShader);
136 fragmentShader = -1;
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
Pass1Shader.java 55 config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader());
59 final String fragmentShader) {
60 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader));
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/
Pass1Shader.java 55 config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader());
59 final String fragmentShader) {
60 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader));
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererElevenShaderTest.java 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
37 GLES20.glAttachShader(mProgram, fragmentShader);
RendererTenShaderTest.java 33 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
36 GLES20.glAttachShader(mProgram, fragmentShader);
RendererTwelveShaderTest.java 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
38 GLES20.glAttachShader(mProgram, fragmentShader);
RendererOneShaderTest.java 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
67 GLES20.glAttachShader(mProgram, fragmentShader);
  /cts/tests/vr/src/android/vr/cts/
RendererProtectedTexturesTest.java 54 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
57 GLES20.glAttachShader(mProgram, fragmentShader);
  /external/libgdx/backends/gdx-backends-gwt/src/com/google/gwt/webgl/client/
WebGLUtil.java 34 WebGLShader fragmentShader = getShader(gl, FRAGMENT_SHADER, fragmentSource);
37 gl.attachShader(shaderProgram, fragmentShader);
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/gles2/
HelloTriangle.java 35 String fragmentShader = "#ifdef GL_ES\n" + "precision mediump float;\n" + "#endif\n"
39 shader = new ShaderProgram(vertexShader, fragmentShader);
  /external/deqp/modules/glshared/
glsRandomShaderProgram.cpp 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
73 << sglr::pdec::FragmentSource(fragmentShader.getSource());
81 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
99 generateProgramDeclaration(decl, vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms);
131 RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
132 : sglr::ShaderProgram (generateProgramDeclaration(vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms))
134 , m_fragmentShader (fragmentShader)
138 , m_fragColorVar (findShaderOutputByLocation(fragmentShader, 0)
    [all...]
glsRandomShaderProgram.hpp 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
FloatTextureTest.java 55 String fragmentShader =
66 fbshader = new ShaderProgram(vertexShader, fragmentShader);
82 fragmentShader =
103 shader = new ShaderProgram(vertexShader, fragmentShader);
  /external/deqp/modules/egl/
teglSwapBuffersTests.cpp 138 deUint32 fragmentShader = 0;
151 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER);
159 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, DE_NULL);
160 gl.compileShader(fragmentShader);
180 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentCompileStatus);
181 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength);
185 gl.getShaderInfoLog(fragmentShader, (glw::GLsizei)fragmentInfoLog.length(), &infoLogLength, &(fragmentInfoLog[0]));
192 gl.attachShader(program, fragmentShader);
222 gl.deleteShader(fragmentShader);
235 if (fragmentShader)
    [all...]

Completed in 5180 milliseconds

1 2 3 4 5