/frameworks/native/opengl/tests/gldual/jni/ |
gl_code.cpp | 43 GLuint shader = glCreateShader(shaderType); local 44 if (shader) { 45 glShaderSource(shader, 1, &pSource, NULL); 46 glCompileShader(shader); 48 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 51 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 55 glGetShaderInfoLog(shader, infoLen, NULL, buf); 56 ALOGE("Could not compile shader %d:\n%s\n", 60 glDeleteShader(shader); 61 shader = 0 [all...] |
/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
BitmapShaderTest.java | 26 import android.graphics.Shader; 53 BitmapShader shader = new BitmapShader(tile, Shader.TileMode.REPEAT, local 54 Shader.TileMode.REPEAT); 56 paint.setShader(shader); 105 BitmapShader shader = new BitmapShader(bitmap, local 106 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP); 111 paint.setShader(shader); 127 BitmapShader shader = new BitmapShader(bitmap local 149 BitmapShader shader = new BitmapShader(bitmap, local [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
svga_pipe_vs.c | 43 * Substitute a debug shader. 109 /* substitute a debug shader? 120 * debug shader. 143 svga_bind_vs_state(struct pipe_context *pipe, void *shader) 145 struct svga_vertex_shader *vs = (struct svga_vertex_shader *)shader; 151 /* If the currently bound vertex shader has a generated geometry shader, 152 * then unbind the geometry shader before binding a new vertex shader. 153 * We need to unbind the geometry shader here because there is n [all...] |
svga_state_constants.c | 61 * Emit any extra shader-type-independent shader constants into the buffer 68 enum pipe_shader_type shader, float *dest) 75 struct pipe_sampler_view *sv = svga->curr.sampler_views[shader][i]; 112 * Emit any extra fragment shader constants into the buffer pointed 190 * Emit any extra vertex shader constants into the buffer pointed 232 * Emit any extra geometry shader constants into the buffer pointed 268 * Check and emit one shader constant register. 269 * \param shader PIPE_SHADER_FRAGMENT or PIPE_SHADER_VERTEX 274 emit_const(struct svga_context *svga, enum pipe_shader_type shader, unsigned i [all...] |
svga_shader.c | 36 * generate a unique "signature" for the vertex shader output bitmask. 37 * Shader input/output signatures are used to resolve shader linking 44 * Use the shader info to generate a bitmask indicating which generic 45 * inputs are used by the shader. A set bit indicates that GENERIC[i] 67 * Scan shader info to return a bitmask of written outputs. 131 * the fragment shader doesn't use that VS output. Just allocate 165 * Initialize the shader-neutral fields of svga_compile_key from context 170 enum pipe_shader_type shader, 175 assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views)) 242 struct svga_shader *shader = pshader; local [all...] |
/external/swiftshader/src/OpenGL/compiler/ |
OutputASM.cpp | 21 #include "libGLESv2/Shader.h" 410 sw::PixelShader *Shader::getPixelShader() const 415 sw::VertexShader *Shader::getVertexShader() const 500 OutputASM::OutputASM(TParseContext &context, Shader *shaderObject) : TIntermTraverser(true, true, true), shaderObject(shaderObject), mContext(context) 502 shader = nullptr; 508 shader = shaderObject->getShader(); 524 if(shader) 530 Instruction *callMain = emit(sw::Shader::OPCODE_CALL); 531 callMain->dst.type = sw::Shader::PARAMETER_LABEL; 534 emit(sw::Shader::OPCODE_RET) [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderApiTests.cpp | 21 * \brief Shader API tests. 107 void setShaderSources (glu::Shader& shader, const ShaderSources& sources) 115 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]); 117 shader.setSources((int)cStrings.size(), &cStrings[0], 0); 148 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info) 163 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); 164 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen); 165 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 173 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0]) 310 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles3::Functional::__anon18478::glu [all...] |
/external/mesa3d/src/gallium/drivers/softpipe/ |
sp_state_shader.c | 46 * Create a new fragment shader variant. 54 struct pipe_shader_state *curfs = &fs->shader; 64 /* get new shader that implements polygon stippling */ 83 &fs->shader); 130 state->shader.tokens = tgsi_dup_tokens(templ->tokens); 134 &state->shader); 136 tgsi_free_tokens(state->shader.tokens); 158 /* This depends on the current fragment shader and must always be 198 tgsi_free_tokens(state->shader.tokens); 214 /* copy shader tokens, the ones passed in will go away [all...] |
/external/mesa3d/src/gallium/drivers/freedreno/ir3/ |
ir3_shader.c | 54 /* for vertex shader, the inputs are loaded into registers before the shader 55 * is executed, so max_regs from the shader instructions might not properly 59 * Likewise, for fragment shader, we can have some regs which are passed 60 * input values but never touched by the resulting shader (ie. as result 71 * not written by gpu before shader starts (and in fact the 88 * be, for example, r1.x while max reg used by the shader is 100 * shader state. Non-static since used by ir3_cmdline too. 130 struct ir3_compiler *compiler = v->shader->compiler; 164 "SHADER-DB: %s prog %d/%d: %u instructions, %u dwords\n 282 struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader); local [all...] |
/cts/apps/CtsVerifier/src/com/android/cts/verifier/sensors/sixdof/Renderer/RenderUtils/ |
ShaderHelper.java | 22 * Contains shader code and helper functions for compiling them. 87 * @return the vertex shader. 113 * @return the fragment shader. 134 * Helper function to compile a shader. 136 * @param shaderType The shader type. 137 * @param shaderSource The shader source code. 138 * @return An OpenGL handle to the shader. 144 // Pass in the shader source. 147 // Compile the shader. 154 // If the compilation failed, delete the shader [all...] |
/cts/hostsidetests/sustainedperf/shadertoy_android/jni/ |
utils.h | 52 std::string StripLambda(const char(&shader)[size]) {
53 return std::string(shader + 6, shader + size - 2);
58 bool CompileShader(GLuint shader, const std::string& shader_string);
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/external/mesa3d/src/compiler/nir/ |
nir_remove_dead_variables.c | 41 * If the variable is a local that never escapes the shader, then we 87 add_var_use_shader(nir_shader *shader, struct set *live) 89 nir_foreach_function(function, shader) { 116 remove_dead_var_writes(nir_shader *shader, struct set *live) 118 nir_foreach_function(function, shader) { 159 nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes) 165 add_var_use_shader(shader, live); 168 progress = remove_dead_vars(&shader->uniforms, live) || progress; 171 progress = remove_dead_vars(&shader->inputs, live) || progress; 174 progress = remove_dead_vars(&shader->outputs, live) || progress [all...] |
nir_lower_clip.c | 44 create_clipdist_var(nir_shader *shader, unsigned drvloc, 47 nir_variable *var = rzalloc(shader, nir_variable); 57 exec_list_push_tail(&shader->outputs, &var->node); 58 shader->num_outputs++; /* TODO use type_size() */ 61 exec_list_push_tail(&shader->inputs, &var->node); 62 shader->num_inputs++; /* TODO use type_size() */ 72 store = nir_intrinsic_instr_create(b->shader, nir_intrinsic_store_output); 87 load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_input); 124 find_output(nir_shader *shader, unsigned drvloc) 127 nir_foreach_function(function, shader) { [all...] |
/external/mesa3d/src/gallium/drivers/ilo/shader/ |
ilo_shader_cs.c | 35 struct ilo_shader *shader; member in struct:cs_compile_context 50 * Compile the shader. 56 struct ilo_shader *sh = ccc->shader; 153 ccc->shader = CALLOC_STRUCT(ilo_shader); 154 if (!ccc->shader) 182 ccc->shader->in.start_grf = 1; 183 ccc->shader->dispatch_16 = true; 186 ccc->shader->bt.const_base = 0; 187 ccc->shader->bt.const_count = 1; 190 ccc->shader->bt.global_base = 1 [all...] |
/external/mesa3d/src/gallium/drivers/radeonsi/glsl_tests/ |
exp2.glsl | 9 #shader fs exp2
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log2.glsl | 9 #shader fs log2
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sqrt.glsl | 9 #shader fs sqrt 23 #shader fs inv_sqrt 37 #shader fs rsq 51 #shader fs inv_rsq
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/external/mesa3d/src/intel/vulkan/ |
anv_nir.h | 34 void anv_nir_lower_input_attachments(nir_shader *shader); 36 void anv_nir_lower_push_constants(nir_shader *shader); 39 nir_shader *shader, 42 nir_shader *shader,
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/external/skia/include/effects/ |
SkShaderMaskFilter.h | 17 static sk_sp<SkMaskFilter> Make(sk_sp<SkShader> shader);
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/external/skqp/include/effects/ |
SkShaderMaskFilter.h | 17 static sk_sp<SkMaskFilter> Make(sk_sp<SkShader> shader);
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/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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/external/deqp/external/openglcts/docs/specs/ |
CTS_ARB_parallel_shader_compile.txt | 49 Max Shader Compile Threads Test 64 - Set max shader compiler threads to 0. 65 Create vertex shader, fragment shader and program objects. 71 - Set max shader compiler threads to 8. 72 Create vertex shader object, fragment shader objects in amount of 8 and
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CTS_ARB_post_depth_coverage.txt | 35 Shader 39 is allowed in the shader. 44 Prepare a proper shader with following layout setup: 49 Prepare a proper shader with following layout setup: 61 Prepare shader program which passes gl_SampleMaskIn to the output as a 64 Prepare shader program which passes samples from multisample texture to 93 fragment shader.
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CTS_ARB_shader_draw_parameters.txt | 48 Shader Extension Test 50 * Create shader that require ARB_shader_draw_parameters extension 52 Check if shader compiles with no error. 56 * Create vertex shader that adds offset to currently processed 60 shader. 67 * Create fragment shader that puts out color passed by vertex shader.
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