/external/vulkan-validation-layers/demos/android/include/ |
cube.frag.h | 15 Capability Shader
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/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
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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}.
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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
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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
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/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);
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/cts/tests/tests/animation/src/android/animation/cts/ |
AnimationActivity.java | 32 import android.graphics.Shader; 257 50f, color, darkColor, Shader.TileMode.CLAMP);
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/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 [all...] |
/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
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/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) [all...] |
/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 [all...] |
/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. [all...] |
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) [all...] |
/cts/tests/tests/graphics/src/android/graphics/drawable/cts/ |
ShapeDrawableTest.java | 41 import android.graphics.Shader; 236 public Shader resize(int width, int height) {
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/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
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/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");
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/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,
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gen6_wm_state.c | 141 if (ctx->Shader.CurrentFragmentProgram == NULL)
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/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));
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/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
ColorPickerDialog.java | 48 Shader s = new SweepGradient(0, 0, mColors, null);
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/device/google/accessory/demokit/app/src/com/google/android/DemoKit/ |
ColorWheel.java | 61 Shader s = new SweepGradient(0, 0, mColors, null);
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/external/mesa3d/src/mesa/swrast/ |
s_fragprog.c | 190 if (ctx->Shader.CurrentFragmentProgram) {
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/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;
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/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); [all...] |