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  /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);
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es2fLightAmountTest.cpp 170 glu::ShaderProgram program(m_context.getRenderContext(), glu::makeVtxFragSources(vertexShaderSource, fragmentShaderSource));
  /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);
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es3fSyncTests.cpp 83 glu::ShaderProgram* m_program;
144 m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertShaderSource, fragShaderSource));
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));
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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));
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  /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),
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) )
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  /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);
  /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);
  /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);
  /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) {
  /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);
  /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);
  /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;
  /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 (…)
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es31fTessellationTests.cpp 63 using glu::ShaderProgram;
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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()
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es31fNegativeAdvancedBlendEquationTests.cpp 181 glu::ShaderProgram program(ctx.getRenderContext(), generateProgramSources(ctx, s_equations[ndx]));
230 glu::ShaderProgram program(ctx.getRenderContext(), generateProgramSources(ctx, s_equations[ndx]));
es31fSSBOArrayLengthTests.cpp 68 glu::ShaderProgram* m_shader;
96 m_shader = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::ComputeSource(genComputeSource()));
  /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>>();
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  /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);
  /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));
es3sSyncTests.cpp 74 glu::ShaderProgram* m_program;
132 m_program = new glu::ShaderProgram(m_context.getRenderContext(), glu::makeVtxFragSources(vertShaderSource, fragShaderSource));
  /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!
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