/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 [all...] |
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) [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
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
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/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,
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/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] [all...] |
/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);
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/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.
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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 [all...] |
/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 [all...] |
/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 [all...] |
/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; [all...] |
/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())) [all...] |
/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())) [all...] |
/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()) [all...] |
/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;
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/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();
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/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" [all...] |
/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
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/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 + ":") [all...] |
/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);
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/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; [all...] |