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  /external/vulkan-validation-layers/demos/android/include/
cube.frag.h 15 Capability Shader
  /frameworks/base/tools/layoutlib/bridge/src/android/graphics/
Gradient_Delegate.java 19 import android.graphics.Shader.TileMode;
22 * Base class for true Gradient shader delegate.
42 * Creates the base shader and do some basic test on the parameters.
44 * @param nativeMatrix reference to the shader's native transformation matrix
BitmapShader_Delegate.java 24 import android.graphics.Shader.TileMode;
47 * as all the Shader classes will be added to the manager owned by {@link Shader_Delegate}.
LinearGradient_Delegate.java 24 import android.graphics.Shader.TileMode;
39 * as all the Shader classes will be added to the manager owned by {@link Shader_Delegate}.
78 * Create a shader that draws a linear gradient along a line.
80 * @param nativeMatrix reference to the shader's native transformation matrix
89 * @param tile The Shader tiling mode
RadialGradient_Delegate.java 24 import android.graphics.Shader.TileMode;
39 * as all the Shader classes will be added to the manager owned by {@link Shader_Delegate}.
76 * Create a shader that draws a radial gradient given the center and radius.
78 * @param nativeMatrix reference to the shader's native transformation matrix
88 * @param tile The Shader tiling mode
  /frameworks/opt/bitmap/src/com/android/bitmap/drawable/
CircularBitmapDrawable.java 29 import android.graphics.Shader.TileMode;
133 // Draw bitmap through shader first.
134 BitmapShader shader = (BitmapShader) mBitmapPaint.getShader(); local
135 if (shader == null || mShaderBitmap != bitmap) {
136 shader = new BitmapShader(bitmap, TileMode.CLAMP, TileMode.CLAMP);
147 shader.setLocalMatrix(mMatrix);
148 mBitmapPaint.setShader(shader);
  /cts/tests/tests/animation/src/android/animation/cts/
AnimationActivity.java 32 import android.graphics.Shader;
257 50f, color, darkColor, Shader.TileMode.CLAMP);
  /external/deqp/modules/glshared/
glsRandomShaderCase.cpp 21 * \brief Random shader test case.
124 , m_vertexShader (rsg::Shader::TYPE_VERTEX)
125 , m_fragmentShader (rsg::Shader::TYPE_FRAGMENT)
253 void RandomShaderCase::checkShaderLimits (const rsg::Shader& shader) const
255 const int numRequiredSamplers = getNumSamplerUniforms(shader.getUniforms());
259 const GLenum pname = (shader.getType() == rsg::Shader::TYPE_VERTEX) ? (GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS) : (GL_MAX_TEXTURE_IMAGE_UNITS);
270 throw tcu::NotSupportedError("Shader requires " + de::toString(numRequiredSamplers) + " sampler(s). Implementation supports " + de::toString(numSupported));
274 void RandomShaderCase::checkProgramLimits (const rsg::Shader& vtxShader, const rsg::Shader& frgShader) cons
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  /external/mesa3d/src/mesa/main/
texstate.c 500 if (ctx->Shader.CurrentVertexProgram &&
501 ctx->Shader.CurrentVertexProgram->LinkStatus) {
502 vprog = ctx->Shader.CurrentVertexProgram->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
504 /* XXX enable this if/when non-shader vertex programs get
510 if (ctx->Shader.CurrentFragmentProgram &&
511 ctx->Shader.CurrentFragmentProgram->LinkStatus) {
512 fprog = ctx->Shader.CurrentFragmentProgram->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
518 /* FINISHME: Geometry shader texture accesses should also be considered
592 /* If we get here it means the shader is expecting a texture
  /external/sl4a/ScriptingLayerForAndroid/src/org/connectbot/util/
UberColorPickerDialog.java 49 import android.graphics.Shader;
293 //Setup all the Paint and Shader objects. There are lots of them!
306 Shader shaderA = new SweepGradient(0, 0, mSpectrumColorsRev, null);
307 Shader shaderB = new RadialGradient(0, 0, PALETTE_CENTER_X, 0xFFFFFFFF, 0xFF000000, Shader.TileMode.CLAMP);
308 Shader shader = new ComposeShader(shaderA, shaderB, PorterDuff.Mode.SCREEN); local
310 mOvalHueSat.setShader(shader);
334 shaderB = new RadialGradient(0, 0, PALETTE_DIM / 2, 0xFFFFFFFF, 0xFF000000, Shader.TileMode.CLAMP);
335 shader = new ComposeShader(shaderA, shaderB, PorterDuff.Mode.SCREEN)
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  /cts/tests/tests/graphics/src/android/graphics/cts/
PaintTest.java 39 import android.graphics.Shader;
194 Shader s = new Shader();
279 Shader s = new Shader();
297 Shader s = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
308 // updated the matrix again and set it on the shader but NOT the paint
312 // assert that the matrix on the paint's shader also change
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  /frameworks/base/graphics/java/android/graphics/drawable/
RippleDrawable.java 42 import android.graphics.Shader;
778 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
861 // Position the shader to account for canvas translation.
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ShapeDrawable.java 36 import android.graphics.Shader;
116 * {@link android.graphics.Shader} object will be made.
126 * {@link android.graphics.Shader}.
584 // We don't have any way to clone a shader factory, so hopefully
634 * corresponding shader, or null. Implement this class if you'd like your
635 * ShapeDrawable to use a special {@link android.graphics.Shader}, such as a
640 * Returns the Shader to be drawn when a Drawable is drawn. The
642 * adjust how the Shader is configured for drawing. This is called by
647 * @return the Shader to be drawn
649 public abstract Shader resize(int width, int height)
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  /cts/tests/tests/graphics/src/android/graphics/drawable/cts/
ShapeDrawableTest.java 41 import android.graphics.Shader;
236 public Shader resize(int width, int height) {
  /external/deqp/framework/randomshaders/
rsgProgramExecutor.cpp 2 * drawElements Quality Program Random Shader Generator
211 void ProgramExecutor::execute (const Shader& vertexShader, const Shader& fragmentShader, const vector<VariableValue>& uniformValues)
219 // Execute vertex shader
237 // Compute values for vertex shader inputs
254 // Execute vertex shader for packet
277 // Execute fragment shader
289 // Find fragment shader output assigned to location 0. This is fragment color.
338 // Execute fragment shader
  /external/deqp/modules/egl/
teglSwapBuffersTests.cpp 157 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup vertex shader");
161 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup fragment shader");
172 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to get vertex shader compile info");
186 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to get fragment shader compile info");
215 log << TestLog::Shader(QP_SHADER_TYPE_VERTEX, vertexShaderSource, vertexCompileStatus != 0, vertexInfoLog);
216 log << TestLog::Shader(QP_SHADER_TYPE_FRAGMENT, fragmentShaderSource, fragmentCompileStatus != 0, fragmentInfoLog);
336 GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to setup shader program for rendering");
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vs.c 54 * Compute the VUE map for vertex shader program.
170 if (ctx->Shader.CurrentVertexProgram) {
171 /* There is currently a GLSL vertex shader, so clip according to GLSL
262 perf_debug("Vertex shader triggered register spilling. "
319 perf_debug("Recompiling vertex shader for program %d\n", prog->Name);
335 perf_debug(" Didn't find previous compile in the shader cache for "
434 bool success = do_vs_prog(brw, ctx->Shader.CurrentVertexProgram,
gen6_wm_state.c 141 if (ctx->Shader.CurrentFragmentProgram == NULL)
  /external/swiftshader/src/Shader/
ShaderCore.cpp     [all...]
  /packages/apps/PackageInstaller/src/android/support/wearable/view/
CircledImageView.java 33 import android.graphics.Shader;
226 Shader.TileMode.MIRROR));
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
ColorPickerDialog.java 48 Shader s = new SweepGradient(0, 0, mColors, null);
  /device/google/accessory/demokit/app/src/com/google/android/DemoKit/
ColorWheel.java 61 Shader s = new SweepGradient(0, 0, mColors, null);
  /external/mesa3d/src/mesa/swrast/
s_fragprog.c 190 if (ctx->Shader.CurrentFragmentProgram) {
  /external/swiftshader/src/OpenGL/libGL/
ResourceManager.cpp 23 #include "Shader.h"
90 // Returns an unused shader/program name
114 // Returns an unused program/shader name
174 void ResourceManager::deleteShader(GLuint shader)
176 ShaderMap::iterator shaderObject = mShaderMap.find(shader);
250 Shader *ResourceManager::getShader(unsigned int handle)
252 ShaderMap::iterator shader = mShaderMap.find(handle); local
254 if(shader == mShaderMap.end())
260 return shader->second;
  /packages/apps/Gallery2/src/com/android/gallery3d/filtershow/imageshow/
ImageShow.java 33 import android.graphics.Shader;
132 private static Shader createShader(Bitmap b) {
133 return new BitmapShader(b, Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
410 // Prepare the shader
418 Shader maskShader = createShader(image);
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