/external/deqp/modules/gles2/functional/ |
es2fShaderInvarianceTests.cpp | 145 glu::ShaderProgram* m_shader0; 146 glu::ShaderProgram* m_shader1; 182 m_shader0 = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(vertexShaders.vertexShaderSource0) << glu::FragmentSource(vertexShaders.fragmentShaderSource0)); 189 m_shader1 = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(vertexShaders.vertexShaderSource1) << glu::FragmentSource(vertexShaders.fragmentShaderSource1)); 275 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); 317 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); [all...] |
es2fLightAmountTest.cpp | 170 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource));
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/external/deqp/modules/gles3/functional/ |
es3fShaderInvarianceTests.cpp | 145 glu::ShaderProgram* m_shader0; 146 glu::ShaderProgram* m_shader1; 182 m_shader0 = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(vertexShaders.vertexShaderSource0) << glu::FragmentSource(vertexShaders.fragmentShaderSource0)); 189 m_shader1 = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(vertexShaders.vertexShaderSource1) << glu::FragmentSource(vertexShaders.fragmentShaderSource1)); 275 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); 317 const glu::ShaderProgram& shader = (passNdx == 0) ? (*m_shader0) : (*m_shader1); [all...] |
es3fSyncTests.cpp | 83 glu::ShaderProgram* m_program; 144 m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertShaderSource, fragShaderSource));
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es3fNegativeVertexArrayApiTests.cpp | 264 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 317 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 345 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 448 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 518 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 579 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 611 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 722 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); [all...] |
es3fNegativeStateApiTests.cpp | 389 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 425 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 461 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 498 glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 531 glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 575 glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 599 glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 622 glu::ShaderProgram program (m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); 663 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(uniformTestVertSource, uniformTestFragSource)); [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/batches/ |
PointSpriteParticleBatch.java | 24 import com.badlogic.gdx.graphics.glutils.ShaderProgram; 36 new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), 37 new VertexAttribute(Usage.ColorUnpacked, 4, ShaderProgram.COLOR_ATTRIBUTE),
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BillboardParticleBatch.java | 24 import com.badlogic.gdx.graphics.glutils.ShaderProgram; 45 GPU_ATTRIBUTES = new VertexAttributes(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), 46 new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE+"0"), 47 new VertexAttribute(Usage.ColorUnpacked, 4, ShaderProgram.COLOR_ATTRIBUTE), 50 GPU_EXT_ATTRIBUTES = new VertexAttributes(new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), 51 new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE+"0"), 52 new VertexAttribute(Usage.Color, 4, ShaderProgram.COLOR_ATTRIBUTE), 56 CPU_ATTRIBUTES = new VertexAttributes( new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), 57 new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE+"0"), 58 new VertexAttribute(Usage.ColorUnpacked, 4, ShaderProgram.COLOR_ATTRIBUTE) ) [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
ShaderTest.java | 40 import com.badlogic.gdx.graphics.glutils.ShaderProgram;
118 protected final ShaderProgram program;
130 program = new ShaderProgram(vertexShader, prefix + fragmentShader);
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
Pass2Shader.java | 33 import com.badlogic.gdx.graphics.glutils.ShaderProgram; 187 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); 190 public Pass2Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { 191 super(renderable, config, shaderProgram);
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
MainShader.java | 30 import com.badlogic.gdx.graphics.glutils.ShaderProgram; 125 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); 128 public MainShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { 129 super(renderable, config, shaderProgram);
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/frameworks/base/media/mca/filterfw/native/core/ |
gl_env.cpp | 390 void GLEnv::AttachShader(int key, ShaderProgram* shader) { 391 ShaderProgram* existingShader = ShaderWithKey(key); 404 ShaderProgram* GLEnv::ShaderWithKey(int key) {
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/frameworks/base/media/mca/filterpacks/java/android/filterpacks/videosink/ |
MediaEncoderFilter.java | 27 import android.filterfw.core.ShaderProgram; 160 private ShaderProgram mProgram; 276 mProgram = ShaderProgram.createIdentity(context);
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/frameworks/base/media/mca/filterpacks/java/android/filterpacks/videosrc/ |
CameraSource.java | 28 import android.filterfw.core.ShaderProgram; 73 private ShaderProgram mFrameExtractor; 129 mFrameExtractor = new ShaderProgram(context, mFrameShader);
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/ |
ParticleShader.java | 35 import com.badlogic.gdx.graphics.glutils.ShaderProgram; 174 this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader)); 177 public ParticleShader(final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { 179 this.program = shaderProgram; 203 final ShaderProgram program = this.program;
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/external/deqp/modules/gles31/functional/ |
es31fNegativeShaderApiTests.cpp | 163 GLuint shaderProgram[2]; 189 shaderProgram[0] = ctx.glCreateShader(GL_VERTEX_SHADER); 190 shaderProgram[1] = ctx.glCreateProgram(); 223 ctx.glShaderBinary(2, &shaderProgram[0], binaryFormats[0], 0, 0); 343 glu::ShaderProgram program(ctx.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 389 glu::ShaderProgram program1(ctx.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 390 glu::ShaderProgram program2(ctx.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 467 glu::ShaderProgram program (ctx.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource)); 468 glu::ShaderProgram programInvalid (ctx.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, "")); 507 glu::ShaderProgram srcProgram (ctx.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSo (…) [all...] |
es31fTessellationTests.cpp | 63 using glu::ShaderProgram; [all...] |
es31fGeometryShaderTests.cpp | 197 class VertexExpanderShader : public sglr::ShaderProgram 212 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 296 class VertexEmitterShader : public sglr::ShaderProgram 315 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 431 class VertexVaryingShader : public sglr::ShaderProgram 448 : sglr::ShaderProgram (genProgramDeclaration(contextType, vertexOut, geometryOut)) 781 class OutputCountShader : public sglr::ShaderProgram 800 : sglr::ShaderProgram (sglr::pdec::ShaderProgramDeclaration() [all...] |
es31fNegativeAdvancedBlendEquationTests.cpp | 181 glu::ShaderProgram program(ctx.getRenderContext(), generateProgramSources(ctx, s_equations[ndx])); 230 glu::ShaderProgram program(ctx.getRenderContext(), generateProgramSources(ctx, s_equations[ndx]));
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es31fSSBOArrayLengthTests.cpp | 68 glu::ShaderProgram* m_shader; 96 m_shader = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::ComputeSource(genComputeSource()));
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/ |
ShaderProgram.java | 46 * After construction a ShaderProgram can be used to draw {@link Mesh}. To make the GPU use a specific ShaderProgram the programs
47 * {@link ShaderProgram#begin()} method must be used which effectively binds the program.
51 * When a ShaderProgram is bound one can set uniforms, vertex attributes and attributes as needed via the respective methods.
55 * A ShaderProgram can be unbound with a call to {@link ShaderProgram#end()}
59 * A ShaderProgram must be disposed via a call to {@link ShaderProgram#dispose()} when it is no longer needed
69 public class ShaderProgram implements Disposable {
95 private final static ObjectMap<Application, Array<ShaderProgram>> shaders = new ObjectMap<Application, Array<ShaderProgram>>(); [all...] |
/external/deqp/executor/tools/ |
xeExtractShaderPrograms.cpp | 68 static void writeShaderProgram (const CommandLine& cmdLine, const std::string& casePath, const xe::ri::ShaderProgram& shaderProgram, int programNdx) 72 for (int shaderNdx = 0; shaderNdx < shaderProgram.shaders.getNumItems(); shaderNdx++) 74 const xe::ri::Shader& shader = dynamic_cast<const xe::ri::Shader&>(shaderProgram.shaders.getItem(shaderNdx)); 117 writeShaderProgram(cmdLine, casePath, static_cast<const xe::ri::ShaderProgram&>(curItem), programNdx);
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/external/deqp/modules/gles3/stress/ |
es3sOcclusionQueryTests.cpp | 77 glu::ShaderProgram* m_program; 127 m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertShaderSource, fragShaderSource));
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es3sSyncTests.cpp | 74 glu::ShaderProgram* m_program; 132 m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertShaderSource, fragShaderSource));
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/ |
Mesh.java | 31 import com.badlogic.gdx.graphics.glutils.ShaderProgram;
370 public void bind (final ShaderProgram shader) {
379 public void bind (final ShaderProgram shader, final int[] locations) {
388 public void unbind (final ShaderProgram shader) {
397 public void unbind (final ShaderProgram shader, final int[] locations) {
413 * This method must only be called after the {@link ShaderProgram#begin()} method has been called!
421 public void render (ShaderProgram shader, int primitiveType) {
437 * This method must only be called after the {@link ShaderProgram#begin()} method has been called!
448 public void render (ShaderProgram shader, int primitiveType, int offset, int count) {
464 * This method must only be called after the {@link ShaderProgram#begin()} method has been called! [all...] |