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  /external/mesa3d/src/compiler/nir/
nir_from_ssa.c 553 nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_imov);
810 nir_convert_from_ssa(nir_shader *shader, bool phi_webs_only)
812 nir_foreach_function(function, shader) {
820 place_phi_read(nir_shader *shader, nir_register *reg,
842 place_phi_read(shader, reg, def, (nir_block *)entry->key);
847 nir_alu_instr *mov = nir_alu_instr_create(shader, nir_op_imov);
872 nir_shader *shader = impl->function->shader; local
884 nir_alu_instr *mov = nir_alu_instr_create(shader, nir_op_imov);
897 place_phi_read(shader, reg, src->src.ssa, src->pred)
946 nir_shader *shader = impl->function->shader; local
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nir_lower_vars_to_ssa.c 59 nir_shader *shader; member in struct:lower_variables_state
95 const struct glsl_type *type, nir_shader *shader)
100 struct deref_node *node = rzalloc_size(shader, size);
451 nir_lower_var_copy_instr(copy, state->shader);
506 nir_ssa_undef_instr_create(state->shader,
521 nir_alu_instr *mov = nir_alu_instr_create(state->shader,
641 state.shader = impl->function->shader;
642 state.dead_ctx = ralloc_context(state.shader);
741 nir_lower_vars_to_ssa(nir_shader *shader)
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_gs.c 70 draw_gs_should_flush(struct draw_geometry_shader *shader)
72 return (shader->fetched_prim_count == shader->vector_length);
77 tgsi_fetch_gs_outputs(struct draw_geometry_shader *shader,
81 struct tgsi_exec_machine *machine = shader->machine;
93 shader->primitive_lengths[prim_idx + shader->emitted_primitives] =
95 shader->emitted_vertices += num_verts_per_prim;
97 int idx = current_idx * shader->info.num_outputs;
99 debug_printf("%d) Output vert:\n", idx / shader->info.num_outputs)
872 struct llvm_geometry_shader *shader = llvm_geometry_shader(dgs); local
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_idct.c 72 calc_addr(struct ureg_program *shader, struct ureg_dst addr[2],
88 ureg_MOV(shader, ureg_writemask(addr[0], wm_start), ureg_scalar(start, sw_start));
89 ureg_MOV(shader, ureg_writemask(addr[0], wm_tc), ureg_scalar(tc, sw_tc));
91 ureg_ADD(shader, ureg_writemask(addr[1], wm_start), ureg_scalar(start, sw_start), ureg_imm1f(shader, 1.0f / size));
92 ureg_MOV(shader, ureg_writemask(addr[1], wm_tc), ureg_scalar(tc, sw_tc));
96 increment_addr(struct ureg_program *shader, struct ureg_dst daddr[2],
108 ureg_MOV(shader, ureg_writemask(daddr[0], wm_start), saddr[0]);
109 ureg_ADD(shader, ureg_writemask(daddr[0], wm_tc), saddr[0], ureg_imm1f(shader, pos / size))
145 struct ureg_program *shader; local
194 struct ureg_program *shader; local
261 struct ureg_program *shader; local
323 struct ureg_program *shader; local
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  /external/mesa3d/src/gallium/drivers/freedreno/ir3/
ir3.c 41 void * ir3_alloc(struct ir3 *shader, int sz)
43 return rzalloc_size(shader, sz); /* TODO: don't use rzalloc */
49 struct ir3 *shader = rzalloc(compiler, struct ir3); local
51 shader->compiler = compiler;
52 shader->ninputs = nin;
53 shader->inputs = ir3_alloc(shader, sizeof(shader->inputs[0]) * nin);
55 shader->noutputs = nout;
56 shader->outputs = ir3_alloc(shader, sizeof(shader->outputs[0]) * nout)
621 struct ir3 *shader = block->shader; local
708 struct ir3 *shader = instr->block->shader; local
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  /external/mesa3d/src/gallium/drivers/r600/
evergreen_compute.c 243 struct r600_pipe_compute *shader = CALLOC_STRUCT(r600_pipe_compute); local
253 radeon_shader_binary_init(&shader->binary);
254 radeon_elf_read(code, header->num_bytes, &shader->binary);
255 r600_create_shader(&shader->bc, &shader->binary, &use_kill);
258 shader->code_bo = r600_compute_buffer_alloc_vram(rctx->screen,
259 shader->bc.ndw * 4);
260 p = r600_buffer_map_sync_with_rings(&rctx->b, shader->code_bo, PIPE_TRANSFER_WRITE);
262 memcpy(p, shader->bc.bytecode, shader->bc.ndw * 4)
277 struct r600_pipe_compute *shader = state; local
316 struct r600_pipe_compute *shader = rctx->cs_shader_state.shader; local
384 struct r600_pipe_compute *shader = rctx->cs_shader_state.shader; local
564 struct r600_pipe_compute *shader = state->shader; local
593 struct r600_pipe_compute *shader = rctx->cs_shader_state.shader; local
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r600_shader.h 33 /* Valid shader configurations:
70 /* Number of color outputs in the TGSI shader,
76 /* bit n is set if the shader writes gl_ClipDistance[n] */
79 /* flag is set if the shader writes VS_OUT_MISC_VEC (e.g. for PSIZE) */
117 unsigned as_es:1; /* export shader */
118 unsigned as_ls:1; /* local shader */
138 /* for GS - corresponding copy shader (installed as VS) */
140 struct r600_shader shader; member in struct:r600_pipe_shader
  /external/mesa3d/src/gallium/drivers/radeonsi/
si_shader_internal.h 54 struct si_shader *shader; member in struct:si_shader_context
57 unsigned type; /* PIPE_SHADER_* specifies the type of shader. */
63 * called once for each input declared in the TGSI shader.
77 /** This array contains the input values for the shader. Typically these
79 * backend how to load the actual inputs to the shader.
189 struct si_shader *shader,
  /external/mesa3d/src/gallium/drivers/vc4/kernel/
vc4_validate_shaders.c 25 * DOC: Shader validator for VC4.
33 * This walks over a shader BO, ensuring that its accesses are
49 /* IP at the end of the BO, do not read shader[max_ip] */
52 uint64_t *shader; member in struct:vc4_shader_validation_state
83 * stream, even if the shader didn't need to read uniforms in later
89 * threaded shader. These are:
183 uint64_t inst = validation_state->shader[validation_state->ip];
307 uint64_t inst = validation_state->shader[validation_state->ip];
380 uint64_t inst = validation_state->shader[validation_state->ip];
471 uint64_t inst = validation_state->shader[validation_state->ip]
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  /external/mesa3d/src/gallium/drivers/vc4/
vc4_simulator.c 239 /* The kernel does this validation at shader create ioctl
539 * In simulation we defer shader validation until exec time. Just make a host
569 void *shader = mmap(NULL, args->size, PROT_READ | PROT_WRITE, MAP_SHARED, local
571 memcpy(shader, (void *)(uintptr_t)args->data, args->size);
572 munmap(shader, args->size);
  /external/mesa3d/src/gallium/state_trackers/xa/
xa_renderer.c 334 /* Set up framebuffer, viewport and vertex shader constant buffer
415 struct xa_shader shader; local
478 shader = xa_shaders_get(r->shaders, VS_COMPOSITE, fs_traits);
479 cso_set_vertex_shader_handle(r->cso, shader.vs);
480 cso_set_fragment_shader_handle(r->cso, shader.fs);
498 * shader.
xa_tgsi.c 42 /* Vertex shader:
56 /* Fragment shader:
618 void *shader = (void *)cso_hash_iter_data(iter); local
621 cso_delete_fragment_shader(cso, shader);
623 cso_delete_vertex_shader(cso, shader);
643 void *shader = 0; local
649 shader = create_vs(pipe, key);
651 shader = create_fs(pipe, key);
652 cso_hash_insert(hash, key, shader);
654 shader = (void *)cso_hash_iter_data(iter)
662 struct xa_shader shader = { NULL, NULL }; local
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  /external/mesa3d/src/gallium/winsys/svga/drm/
vmw_context.c 135 } shader; member in struct:vmw_svga_winsys_context
237 for(i = 0; i < vswc->shader.used + vswc->shader.staged; ++i) {
238 struct vmw_ctx_validate_item *ishader = &vswc->shader.items[i];
244 vswc->shader.used = 0;
245 vswc->shader.reserved = 0;
292 vswc->shader.used + nr_relocs > vswc->shader.size ||
304 assert(vswc->shader.used + nr_relocs <= vswc->shader.size)
691 struct vmw_svga_winsys_shader *shader; local
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  /external/mesa3d/src/mesa/program/
prog_to_nir.c 140 nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_var);
173 nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_var);
248 nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_fmov);
271 nir_alu_instr *instr = nir_alu_instr_create(b->shader, op);
288 nir_alu_instr *mov = nir_alu_instr_create(b->shader, nir_op_fmov);
389 if (b->shader->options->native_integers) {
428 if (b->shader->options->native_integers) {
441 if (b->shader->options->native_integers) {
490 if (b->shader->options->native_integers) {
510 nir_ssa_def *cmp = b->shader->options->native_integers
891 struct nir_shader *shader = b->shader; local
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  /external/robolectric-shadows/shadows/framework/src/main/java/org/robolectric/shadows/
ShadowPaint.java 9 import android.graphics.Shader;
30 private Shader shader; field in class:ShadowPaint
61 this.shader = otherShadowPaint.shader;
88 public Shader setShader(Shader shader) {
89 this.shader = shader;
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  /external/skia/src/svg/
SkSVGDevice.cpp 351 SkString addLinearGradientDef(const SkShader::GradientInfo& info, const SkShader* shader);
426 const SkShader* shader = paint.getShader(); local
427 SkASSERT(SkToBool(shader));
431 if (SkShader::kLinear_GradientType != shader->asAGradient(&grInfo)) {
433 SkDebugf("unsupported shader type\n");
443 shader->asAGradient(&grInfo);
447 resources->fPaintServer.printf("url(#%s)", addLinearGradientDef(grInfo, shader).c_str());
481 const SkShader* shader) {
495 if (!shader->getLocalMatrix().isIdentity()) {
496 this->addAttribute("gradientTransform", svg_transform(shader->getLocalMatrix()))
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  /external/skqp/src/svg/
SkSVGDevice.cpp 350 SkString addLinearGradientDef(const SkShader::GradientInfo& info, const SkShader* shader);
425 const SkShader* shader = paint.getShader(); local
426 SkASSERT(SkToBool(shader));
430 if (SkShader::kLinear_GradientType != shader->asAGradient(&grInfo)) {
432 SkDebugf("unsupported shader type\n");
442 shader->asAGradient(&grInfo);
446 resources->fPaintServer.printf("url(#%s)", addLinearGradientDef(grInfo, shader).c_str());
480 const SkShader* shader) {
494 if (!shader->getLocalMatrix().isIdentity()) {
495 this->addAttribute("gradientTransform", svg_transform(shader->getLocalMatrix()))
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  /external/vulkan-validation-layers/tests/
vktestframework.cpp 675 // Convert VK shader type to compiler's
711 // shader source? Optional name maybe?
721 glslang::TShader *shader = new glslang::TShader(stage); local
724 shader->setStrings(shaderStrings, 1);
726 if (!shader->parse(&Resources, (m_compile_options & EOptionDefaultDesktop) ? 110 : 100, false, messages)) {
728 puts(shader->getInfoLog());
729 puts(shader->getInfoDebugLog());
735 program.addShader(shader);
743 puts(shader->getInfoLog());
744 puts(shader->getInfoDebugLog())
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  /frameworks/base/tests/UiBench/src/com/android/test/uibench/opengl/
ImageFlipRenderThread.java 265 int shader = glCreateShader(type); local
267 glShaderSource(shader, source);
270 glCompileShader(shader);
274 glGetShaderiv(shader, GL_COMPILE_STATUS, status, 0);
276 String error = glGetShaderInfoLog(shader);
277 Log.d(LOG_TAG, "Error while compiling shader:\n" + error);
278 glDeleteShader(shader);
282 return shader;
  /frameworks/layoutlib/bridge/src/android/graphics/
BaseCanvas_Delegate.java 648 // before drawing it or apply the texture from the shader if present.
650 Shader_Delegate shader = paint.getShader(); local
652 if (shader instanceof BitmapShader_Delegate) {
653 javaPaint = shader.getJavaPaint();
  /frameworks/native/opengl/tests/gl2_yuvtex/
gl2_yuvtex.cpp 84 GLuint shader = glCreateShader(shaderType); local
85 if (shader) {
86 glShaderSource(shader, 1, &pSource, NULL);
87 glCompileShader(shader);
89 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
92 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
96 glGetShaderInfoLog(shader, infoLen, NULL, buf);
97 fprintf(stderr, "Could not compile shader %d:\n%s\n",
105 glGetShaderInfoLog(shader, 0x1000, NULL, buf);
106 fprintf(stderr, "Could not compile shader %d:\n%s\n"
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  /frameworks/rs/tests/java_api/GenImages/src/com/android/rs/genimage/
GenImage.java 83 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
84 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
85 int shader = GLES20.glCreateShader(type); local
87 // add the source code to the shader and compile it
88 GLES20.glShaderSource(shader, shaderCode);
89 GLES20.glCompileShader(shader);
91 return shader;
219 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
220 GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
  /frameworks/support/heifwriter/src/main/java/androidx/heifwriter/
Texture2dProgram.java 69 // Simple vertex shader, used for all programs.
81 // Simple fragment shader for use with "normal" 2D textures.
90 // Simple fragment shader for use with external 2D textures (e.g. what we get from
294 * Compiles the provided shader source.
296 * @return A handle to the shader, or 0 on failure.
299 int shader = GLES20.glCreateShader(shaderType); local
301 GLES20.glShaderSource(shader, source);
302 GLES20.glCompileShader(shader);
304 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
306 Log.e(TAG, "Could not compile shader " + shaderType + ":")
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  /packages/apps/Gallery2/src/com/android/gallery3d/filtershow/category/
IconView.java 30 import android.graphics.Shader;
229 Shader shader = new LinearGradient(0, start, 0, end, startColor, local
230 endColor, Shader.TileMode.CLAMP);
231 mPaint.setShader(shader);
  /packages/experimental/CameraPreviewTest/src/com/example/android/videochatcameratest/
SurfaceTextureView.java 35 int shader = GLES20.glCreateShader(shaderType); local
36 if (shader != 0) {
37 GLES20.glShaderSource(shader, source);
38 GLES20.glCompileShader(shader);
40 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
42 Log.e(TAG, "Could not compile shader " + shaderType + ":");
43 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
44 GLES20.glDeleteShader(shader);
45 shader = 0;
48 return shader;
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