HomeSort by relevance Sort by last modified time
    Searched refs:fragmentShader (Results 1 - 25 of 98) sorted by null

1 2 3 4

  /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);
color_one.cpp 40 GLuint fragmentShader = loadShader(GL_FRAGMENT_SHADER, color_one_fragment_shader_one);
47 glAttachShader(gProgram, 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/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;
  /cts/tests/tests/opengl/src/android/opengl/cts/
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);
36 GLES20.glAttachShader(mProgram, fragmentShader);
RendererOneShaderTest.java 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
67 GLES20.glAttachShader(mProgram, fragmentShader);
RendererThreeShaderTest.java 64 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
70 GLES20.glAttachShader(mProgram, fragmentShader);
  /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);
    [all...]
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);
  /cts/tests/vr/src/android/vr/cts/
RendererProtectedTexturesTest.java 54 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
57 GLES20.glAttachShader(mProgram, fragmentShader);
RendererBasicTest.java 98 int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
101 GLES20.glAttachShader(mProgram, 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/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
  /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
  /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);

Completed in 263 milliseconds

1 2 3 4