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  /cts/tests/tests/opengl/libopengltest/
common.cpp 24 GLuint shader = glCreateShader(shaderType); local
25 glShaderSource(shader, 1, &pSource, NULL);
26 glCompileShader(shader);
27 return shader;
  /external/mesa3d/src/gallium/drivers/freedreno/a3xx/
fd3_program.h 37 struct ir3_shader *shader; member in struct:fd3_shader_stateobj
  /external/mesa3d/src/gallium/drivers/freedreno/a4xx/
fd4_program.h 37 struct ir3_shader *shader; member in struct:fd4_shader_stateobj
  /external/mesa3d/src/gallium/drivers/freedreno/a5xx/
fd5_program.h 35 struct ir3_shader *shader; member in struct:fd5_shader_stateobj
  /prebuilts/ndk/r16/sources/android/ndk_helper/
shader.h 36 namespace shader namespace in namespace:ndk_helper
40 * Shader compiler helper
41 * namespace: ndkHelper::shader
49 * out: shader, shader variable
50 * in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
52 * return: true if a shader compilation succeeded, false if it failed
55 bool CompileShader( GLuint *shader, const GLenum type, std::vector<uint8_t>& data );
61 * out: shader, shader variabl
    [all...]
  /external/mesa3d/src/compiler/nir/
nir_lower_passthrough_edgeflags.c 30 nir_shader *shader = impl->function->shader; local
38 in = nir_variable_create(shader, nir_var_shader_in,
42 out = nir_variable_create(shader, nir_var_shader_out,
53 void nir_lower_passthrough_edgeflags(nir_shader *shader)
55 lower_impl(nir_shader_get_entrypoint(shader));
nir_lower_clamp_color_outputs.c 29 nir_shader *shader; member in struct:__anon29320
36 switch (state->shader->stage) {
75 nir_foreach_variable(var, &state->shader->outputs) {
121 void nir_lower_clamp_color_outputs(nir_shader *shader)
124 .shader = shader,
127 nir_foreach_function(function, shader) {
  /external/skia/gm/
stroke_rect_shader.cpp 21 sk_sp<SkShader> shader = SkGradientShader::MakeLinear(kPts, kColors, nullptr, 2, local
23 paint.setShader(std::move(shader));
cgm.c 41 sk_shader_t* shader = make_shader(); local
42 sk_paint_set_shader(paint, shader);
43 sk_shader_unref(shader);
  /external/skqp/gm/
stroke_rect_shader.cpp 21 sk_sp<SkShader> shader = SkGradientShader::MakeLinear(kPts, kColors, nullptr, 2, local
23 paint.setShader(std::move(shader));
cgm.c 41 sk_shader_t* shader = make_shader(); local
42 sk_paint_set_shader(paint, shader);
43 sk_shader_unref(shader);
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_vs_llvm.c 42 vs_llvm_prepare(struct draw_vertex_shader *shader,
45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
49 vs_llvm_run_linear( struct draw_vertex_shader *shader,
67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local
70 li = first_elem(&shader->variants);
71 while(!at_end(&shader->variants, li)) {
77 assert(shader->variants_cached == 0);
  /external/skia/src/gpu/ccpr/
GrCCCoverageProcessor.cpp 18 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc,
34 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
47 int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLFPFragmentBuilder* f,
85 std::unique_ptr<Shader> shader; local
89 shader = skstd::make_unique<GrCCTriangleShader>();
92 shader = skstd::make_unique<GrCCTriangleCornerShader>();
95 shader = skstd::make_unique<GrCCQuadraticHullShader>();
98 shader = skstd::make_unique<GrCCQuadraticCornerShader>();
101 shader = skstd::make_unique<GrCCCubicHullShader>()
    [all...]
  /external/skqp/src/gpu/ccpr/
GrCCCoverageProcessor.cpp 18 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc,
34 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
47 int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f,
82 std::unique_ptr<Shader> shader; local
86 shader = skstd::make_unique<GrCCTriangleShader>();
89 shader = skstd::make_unique<GrCCTriangleCornerShader>();
92 shader = skstd::make_unique<GrCCQuadraticHullShader>();
95 shader = skstd::make_unique<GrCCQuadraticCornerShader>();
98 shader = skstd::make_unique<GrCCCubicHullShader>()
    [all...]
  /packages/services/Car/evs/app/
shader.cpp 16 #include "shader.h"
22 // Given shader source, load and compile it
24 // Create the shader object
25 GLuint shader = glCreateShader (type); local
26 if (shader == 0) {
30 // Load and compile the shader
31 glShaderSource(shader, 1, &shaderSrc, nullptr);
32 glCompileShader(shader);
36 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
38 printf("Error compiling %s shader for %s\n", (type==GL_VERTEX_SHADER) ? "vtx":"pxl", name)
    [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...]
  /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/mesa3d/src/compiler/glsl/
standalone_scaffolding.cpp 90 struct gl_shader *shader; local
93 shader = rzalloc(NULL, struct gl_shader);
94 if (shader) {
95 shader->Stage = stage;
96 shader->Name = name;
97 shader->RefCount = 1;
99 return shader;
244 /* Set up default shader compiler options. */
  /external/skia/src/shaders/
SkColorFilterShader.cpp 20 SkColorFilterShader::SkColorFilterShader(sk_sp<SkShader> shader, sk_sp<SkColorFilter> filter)
21 : fShader(std::move(shader))
29 auto shader = buffer.readShader(); local
31 if (!shader || !filter) {
34 return sk_make_sp<SkColorFilterShader>(shader, filter);
78 str->append("Shader: ");
  /external/skia/tests/
CTest.cpp 29 sk_shader_t* shader; local
31 shader = sk_shader_new_radial_gradient(
33 REPORTER_ASSERT(reporter, shader != nullptr);
34 sk_paint_set_shader(paint, shader);
35 sk_shader_unref(shader);
38 shader = sk_shader_new_sweep_gradient(&point, colors, nullptr, 2, nullptr);
39 REPORTER_ASSERT(reporter, shader != nullptr);
40 sk_paint_set_shader(paint, shader);
41 sk_shader_unref(shader);
44 shader = sk_shader_new_two_point_conical_gradient
    [all...]
ShaderOpacityTest.cpp 21 auto shader = SkShader::MakeBitmapShader(bmp, local
23 REPORTER_ASSERT(reporter, shader);
24 REPORTER_ASSERT(reporter, !shader->isOpaque());
30 shader = SkShader::MakeBitmapShader(bmp,
32 REPORTER_ASSERT(reporter, shader);
33 REPORTER_ASSERT(reporter, !shader->isOpaque());
37 shader = SkShader::MakeBitmapShader(bmp,
39 REPORTER_ASSERT(reporter, shader);
40 REPORTER_ASSERT(reporter, shader->isOpaque());
44 shader = SkShader::MakeBitmapShader(bmp
    [all...]
  /external/skqp/src/shaders/
SkColorFilterShader.cpp 20 SkColorFilterShader::SkColorFilterShader(sk_sp<SkShader> shader, sk_sp<SkColorFilter> filter)
21 : fShader(std::move(shader))
29 auto shader = buffer.readShader(); local
31 if (!shader || !filter) {
34 return sk_make_sp<SkColorFilterShader>(shader, filter);
78 str->append("Shader: ");
  /external/skqp/tests/
CTest.cpp 29 sk_shader_t* shader; local
31 shader = sk_shader_new_radial_gradient(
33 REPORTER_ASSERT(reporter, shader != nullptr);
34 sk_paint_set_shader(paint, shader);
35 sk_shader_unref(shader);
38 shader = sk_shader_new_sweep_gradient(&point, colors, nullptr, 2, nullptr);
39 REPORTER_ASSERT(reporter, shader != nullptr);
40 sk_paint_set_shader(paint, shader);
41 sk_shader_unref(shader);
44 shader = sk_shader_new_two_point_conical_gradient
    [all...]
ShaderOpacityTest.cpp 21 auto shader = SkShader::MakeBitmapShader(bmp, local
23 REPORTER_ASSERT(reporter, shader);
24 REPORTER_ASSERT(reporter, !shader->isOpaque());
30 shader = SkShader::MakeBitmapShader(bmp,
32 REPORTER_ASSERT(reporter, shader);
33 REPORTER_ASSERT(reporter, !shader->isOpaque());
37 shader = SkShader::MakeBitmapShader(bmp,
39 REPORTER_ASSERT(reporter, shader);
40 REPORTER_ASSERT(reporter, shader->isOpaque());
44 shader = SkShader::MakeBitmapShader(bmp
    [all...]
  /external/swiftshader/src/Renderer/
QuadRasterizer.hpp 19 #include "Shader/ShaderCore.hpp"
20 #include "Shader/PixelShader.hpp"
28 QuadRasterizer(const PixelProcessor::State &state, const PixelShader *shader);
54 const PixelShader *const shader; member in class:sw::QuadRasterizer

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