/external/deqp/framework/randomshaders/ |
rsgShader.cpp | 2 * drawElements Quality Program Random Shader Generator 21 * \brief Shader Class. 67 Shader::Shader (Type type) 73 Shader::~Shader (void) 81 void Shader::getOutputs (vector<const Variable*>& outputs) const 93 void Shader::tokenize (GeneratorState& state, TokenStream& str) const 96 if (state.getShader().getType() == Shader::TYPE_FRAGMENT) 115 void Shader::execute (ExecutionContext& execCtx) cons [all...] |
rsgShader.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Shader Class. 80 class Shader 91 Shader (Type type); 92 ~Shader (void);
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/external/swiftshader/src/OpenGL/libGL/ |
Shader.h | 15 // Shader.h: Defines the abstract Shader class and its concrete derived 16 // classes VertexShader and FragmentShader. Implements GL shader objects and 44 class Shader : public glsl::Shader 49 Shader(ResourceManager *manager, GLuint handle); 51 virtual ~Shader(); 89 unsigned int mRefCount; // Number of program objects this shader is attached to 90 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use 95 class VertexShader : public Shader [all...] |
Shader.cpp | 15 // Shader.cpp: Implements the Shader class and its derived classes 16 // VertexShader and FragmentShader. Implements GL shader objects and related 19 #include "Shader.h" 28 bool Shader::compilerInitialized = false; 30 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager) 40 Shader::~Shader() 45 GLuint Shader::getName() cons [all...] |
/external/swiftshader/src/OpenGL/libGLESv2/ |
Shader.h | 15 // Shader.h: Defines the abstract Shader class and its concrete derived 16 // classes VertexShader and FragmentShader. Implements GL shader objects and 41 class Shader : public glsl::Shader 46 Shader(ResourceManager *manager, GLuint handle); 48 virtual ~Shader(); 86 unsigned int mRefCount; // Number of program objects this shader is attached to 87 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use 92 class VertexShader : public Shader [all...] |
Shader.cpp | 15 // Shader.cpp: Implements the Shader class and its derived classes 16 // VertexShader and FragmentShader. Implements GL shader objects and related 19 #include "Shader.h" 29 bool Shader::compilerInitialized = false; 31 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager) 41 Shader::~Shader() 46 GLuint Shader::getName() cons [all...] |
/external/deqp/modules/gles31/functional/ |
es31fProgramInterfaceDefinition.cpp | 105 Shader::Shader (glu::ShaderType type, glu::GLSLVersion version) 111 Shader::~Shader (void) 218 bool Shader::isValid (void) const 267 // Shader type specific 432 // delete shader struct types, need to be done by the program since shaders might share struct types 455 Shader* Program::addShader (glu::ShaderType type, glu::GLSLVersion version) 459 Shader* shader; [all...] |
es31fProgramInterfaceDefinition.hpp | 63 class Shader 74 Shader (glu::ShaderType type, glu::GLSLVersion version); 75 ~Shader (void); 77 Shader (const Shader&); 78 Shader& operator= (const Shader&); 93 Shader* addShader (glu::ShaderType type, glu::GLSLVersion version); 98 const std::vector<Shader*>& getShaders (void) const; 120 std::vector<Shader*> m_shaders [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
ShaderTest.java | 27 import android.graphics.Shader; 39 new Shader(); 49 Shader shader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); local 52 shader.setLocalMatrix(m); 53 assertFalse(shader.getLocalMatrix(m)); 55 shader.setLocalMatrix(null); 56 assertFalse(shader.getLocalMatrix(m)) 61 Shader shader = new Shader(); local 76 Shader shader = new BitmapShader(bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); local 92 Shader shader = new Shader(); local [all...] |
/external/deqp/external/openglcts/modules/gl/ |
gl4cES31CompatibilityTests.hpp | 75 * Test verifies that fragment shader using gl_HelperInvocation 126 static const glw::GLchar* s_shader_version; //!< Shader version string. 127 static const glw::GLchar* s_vertex_shader_body; //!< Vertex shader body template. 128 static const glw::GLchar* s_fragment_shader_body; //!< Fragment shader body template. 129 static const struct Shader 140 bool createProgram(const struct Shader shader_source); 180 * @brief This class groups adjusted OpenGL ES 3.1 Shader Image Load 209 * @brief This class contains adjusted OpenGL ES 3.1 Shader Storage
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gl4cIncompleteTextureAccessTests.cpp | 159 struct Shader 165 } shader[] = { { { s_vertex_shader, NULL, NULL, NULL, NULL }, 1, GL_VERTEX_SHADER, 0 }, local 172 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); 180 /* Shader compilation. */ 185 shader[i].id = gl.createShader(shader[i].type); 189 gl.attachShader(m_po, shader[i].id); 193 gl.shaderSource(shader[i].id, shader[i].count, shader[i].source, NULL) [all...] |
gl4cConditionalRenderInvertedTests.cpp | 365 struct Shader 370 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local 372 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); 380 /* Shader compilation. */ 384 if (DE_NULL != shader[i].source) 386 shader[i].id = gl.createShader(shader[i].type); 390 gl.attachShader(m_po_id, shader[i].id); 394 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL) [all...] |
gl4cContextFlushControlTests.cpp | 543 /** @brief Compile and link shader program. 550 struct Shader 555 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local 557 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); 565 /* Shader compilation. */ 569 if (DE_NULL != shader[i].source) 571 shader[i].id = gl.createShader(shader[i].type); 575 gl.attachShader(m_po, shader[i].id) [all...] |
gl4cDirectStateAccessSamplersTests.cpp | 606 struct Shader 611 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local 613 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); 621 /* Shader compilation. */ 625 if (DE_NULL != shader[i].source) 627 shader[i].id = gl.createShader(shader[i].type); 631 gl.attachShader(m_po, shader[i].id); 635 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL) [all...] |
gl4cDirectStateAccessQueriesTests.cpp | 1777 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local [all...] |
gl4cDirectStateAccessXFBTests.cpp | 1705 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local [all...] |
/frameworks/base/graphics/java/android/graphics/ |
Shader.java | 25 * Shader is the based class for objects that return horizontal spans of colors 26 * during drawing. A subclass of Shader is installed in a Paint calling 27 * paint.setShader(shader). After that any object (other than a bitmap) that is 28 * drawn with that paint will get its color(s) from the shader. 30 public class Shader { 34 Shader.class.getClassLoader(), nativeGetFinalizer(), 50); 41 public Shader() {} 44 * Current native shader instance. Created and updated lazily when {@link #getNativeInstance()} 58 * replicate the edge color if the shader draws outside of its 63 * repeat the shader's image horizontally and verticall [all...] |
/external/deqp/framework/opengl/ |
gluShaderProgram.cpp | 38 // Shader 40 Shader::Shader (const RenderContext& renderCtx, ShaderType shaderType) 50 Shader::Shader (const glw::Functions& gl, ShaderType shaderType) 60 Shader::~Shader (void) 65 void Shader::setSources (int numSourceStrings, const char* const* sourceStrings, const int* lengths) 78 void Shader::compile (void) 204 void Program::attachShader (deUint32 shader) [all...] |
/external/skia/src/gpu/ccpr/ |
GrCCCoverageProcessor.h | 62 // rasterization, and the Shader decides the coverage value at each pixel. 66 // input polygon. The input coverage values sent to the Shader at each vertex are either 76 // coverage values sent to the Shader at each vertex are -1 on the outside border of the 86 // pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader 87 // specifies which corners. Input coverage values sent to the Shader will be null. 148 // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also 150 class Shader { 191 virtual ~Shader() {} 207 // Returns the name of a Shader's internal varying at the point where where its value is 208 // assigned. This is intended to work whether called for a vertex or a geometry shader [all...] |
/external/skqp/src/gpu/ccpr/ |
GrCCCoverageProcessor.h | 58 // rasterization, and the Shader decides the coverage value at each pixel. 62 // input polygon. The input coverage values sent to the Shader at each vertex are either 72 // coverage values sent to the Shader at each vertex are -1 on the outside border of the 82 // pixel-size boxes). It generates 3 corner boxes for triangles and 2 for curves. The Shader 83 // specifies which corners. Input coverage values sent to the Shader will be null. 139 // The Shader provides code to calculate each pixel's coverage in a RenderPass. It also 141 class Shader { 182 virtual ~Shader() {} 198 // Returns the name of a Shader's internal varying at the point where where its value is 199 // assigned. This is intended to work whether called for a vertex or a geometry shader [all...] |
/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
esextcTextureCubeMapArrayETC2Support.cpp | 139 struct Shader 144 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local 147 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); 153 /* Shader compilation. */ 156 if (DE_NULL != shader[i].source) 158 shader[i].id = gl.createShader(shader[i].type); 162 gl.attachShader(m_program, shader[i].id); 169 shaderSource += shader[i].source [all...] |
/external/webrtc/talk/app/webrtc/java/android/org/webrtc/ |
GlRectDrawer.java | 50 // Simple vertex shader, used for both YUV and OES. 121 private static class Shader { 125 public Shader(String fragmentShader) { 132 private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>(); 190 final Shader shader; local 192 shader = shaders.get(fragmentShader); 195 shader = new Shader(fragmentShader) [all...] |
/external/swiftshader/src/Shader/ |
Shader.cpp | 15 #include "Shader.hpp" 29 volatile int Shader::serialCounter = 1; 31 Shader::Opcode Shader::OPCODE_DP(int i) 43 Shader::Opcode Shader::OPCODE_LEN(int i) 55 Shader::Opcode Shader::OPCODE_DIST(int i) 67 Shader::Opcode Shader::OPCODE_NRM(int i [all...] |
/external/swiftshader/src/OpenGL/compiler/ |
OutputASM.h | 20 #include "Shader/PixelShader.hpp" 21 #include "Shader/VertexShader.hpp" 29 class Shader; 182 class Shader 186 virtual ~Shader() {}; 187 virtual sw::Shader *getShader() const = 0; 217 typedef sw::Shader::Instruction Instruction; 224 explicit OutputASM(TParseContext &context, Shader *shaderObject); 268 sw::Shader::Opcode getOpcode(sw::Shader::Opcode op, TIntermTyped *in) const 322 sw::Shader *shader; member in class:glsl::OutputASM [all...] |
/external/deqp/external/openglcts/modules/common/ |
glcRobustBufferAccessBehaviorTests.hpp | 119 /** Represents shader instance. 122 class Shader 127 Shader(deqp::Context& context); 128 ~Shader(); 182 Shader m_compute; 183 Shader m_fragment; 184 Shader m_geometry; 185 Shader m_tess_ctrl; 186 Shader m_tess_eval; 187 Shader m_vertex [all...] |