/cts/tests/tests/opengl/libopengltest/ |
attach_shader_eight.cpp | 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 29 glAttachShader(program, fragmentShader); 33 glDeleteShader(fragmentShader);
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attach_shader_nine.cpp | 26 GLuint fragmentShader = 0; 28 glAttachShader(program, fragmentShader); 32 glDeleteShader(fragmentShader);
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attach_shader_ten.cpp | 27 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, attach_shader_successful_complile_shader); 29 glAttachShader(program, fragmentShader); 42 glDeleteShader(fragmentShader);
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attach_shader_six.cpp | 26 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 30 glAttachShader(program, fragmentShader);
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color_one.cpp | 40 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, color_one_fragment_shader_one); 47 glAttachShader(gProgram, fragmentShader);
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/external/deqp/framework/randomshaders/ |
rsgProgramGenerator.hpp | 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
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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);
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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();
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rsgProgramExecutor.hpp | 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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/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;
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererTenShaderTest.java | 33 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 36 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererTwelveShaderTest.java | 34 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 36 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererOneShaderTest.java | 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 67 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererThreeShaderTest.java | 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 70 GLES20.glAttachShader(mProgram, fragmentShader);
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Beginner/01_HelloAPI/OGLES2/ |
OGLES2HelloAPI_LinuxX11.cpp | 425 @Output fragmentShader Handle to a fragment shader
431 bool InitialiseShaders( GLuint &fragmentShader, GLuint &vertexShader, GLuint &shaderProgram)
458 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
461 glShaderSource(fragmentShader, 1, (const char**)&fragmentShaderSource, NULL);
464 glCompileShader(fragmentShader);
468 glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isShaderCompiled);
473 glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength);
477 glGetShaderInfoLog(fragmentShader, infoLogLength, &charactersWritten, infoLog);
533 glAttachShader(shaderProgram, fragmentShader);
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OGLES2HelloAPI_OSX.mm | 327 @Output fragmentShader Handle to a fragment shader 333 -(BOOL) initialiseFragmentShader:(GLuint &)fragmentShader andVertexShader:(GLuint &)vertexShader withProgram:(GLuint &)shaderProgram 360 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); 363 glShaderSource(fragmentShader, 1, (const char**)&fragmentShaderSource, NULL); 366 glCompileShader(fragmentShader); 370 glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isShaderCompiled); 375 glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength); 379 glGetShaderInfoLog(fragmentShader, infoLogLength, &charactersWritten, infoLog); 435 glAttachShader(shaderProgram, fragmentShader);
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/cts/tests/vr/src/android/vr/cts/ |
RendererProtectedTexturesTest.java | 54 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 57 GLES20.glAttachShader(mProgram, fragmentShader);
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RendererBasicTest.java | 98 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); 101 GLES20.glAttachShader(mProgram, fragmentShader);
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/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);
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/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...] |
/development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/ |
Triangle.java | 88 int fragmentShader = MyGLRenderer.loadShader( 93 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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/platform_testing/tests/perf/PerformanceLaunch/src/com/android/performanceLaunch/helper/ |
Triangle.java | 93 int fragmentShader = SimpleGLRenderer.loadShader( 98 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
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/frameworks/base/media/mca/filterfw/java/android/filterfw/core/ |
ShaderProgram.java | 54 public ShaderProgram(FilterContext context, String fragmentShader) { 56 allocate(mGLEnvironment, null, fragmentShader); 63 public ShaderProgram(FilterContext context, String vertexShader, String fragmentShader) { 65 allocate(mGLEnvironment, vertexShader, fragmentShader); 253 String fragmentShader);
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