HomeSort by relevance Sort by last modified time
    Searched full:shader (Results 101 - 125 of 3454) sorted by null

1 2 3 45 6 7 8 91011>>

  /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);
  /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
log2.glsl 9 #shader fs log2
sqrt.glsl 9 #shader fs sqrt
23 #shader fs inv_sqrt
37 #shader fs rsq
51 #shader fs inv_rsq
  /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,
  /external/skia/include/effects/
SkShaderMaskFilter.h 17 static sk_sp<SkMaskFilter> Make(sk_sp<SkShader> shader);
  /external/skqp/include/effects/
SkShaderMaskFilter.h 17 static sk_sp<SkMaskFilter> Make(sk_sp<SkShader> shader);
  /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
  /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
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.
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.

Completed in 963 milliseconds

1 2 3 45 6 7 8 91011>>