/external/mesa3d/src/gallium/drivers/r300/ |
r300_fs.h | 38 /* Whether the shader was replaced by a dummy one due to a shader 66 /* Currently-bound fragment shader. */ 67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader 77 /* Return TRUE if the shader was switched and should be re-emitted. */ 84 return (fs->shader->code.writes_depth) ? TRUE : FALSE; 91 return (fs->shader->write_all) ? TRUE : FALSE;
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/external/skia/src/pdf/ |
SkPDFShader.h | 21 /** Make a PDF shader for the passed SkShader. If the SkShader is invalid in 27 * May cache the shader in the document for later re-use. If this function is 28 * called again with an equivalent shader, a new reference to the cached pdf 29 * shader may be returned. 32 * @param shader The SkShader to emulate. 38 * unless it is a alpha shader. 41 SkShader* shader,
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/external/skia/src/shaders/ |
SkBitmapProcShader.cpp | 24 BitmapProcInfoContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec, 26 : INHERITED(shader, rec) 52 BitmapProcShaderContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec, 54 : INHERITED(shader, rec, state) 97 const SkShaderBase& shader, TileMode tmx, TileMode tmy, 102 if (!shader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &totalInverse)) { 110 return alloc->make<BitmapProcShaderContext>(shader, rec, state);
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SkShaderBase.h | 36 * Returns true if the shader is guaranteed to produce only a single color. 85 Context(const SkShaderBase& shader, const ContextRec&); 90 * Called sometimes before drawing with this shader. Return the type of 91 * alpha your shader will return. The default implementation returns 0. 111 // Reference to shader, so we don't have to dupe information. 144 * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is 160 * If the shader can represent its "average" luminance in a single color, return true and 170 * Returns a shader transformed into a new color space via the |xformer|. 191 // If this returns false, then we draw nothing (do not fall back to shader context) 253 inline SkShaderBase* as_SB(SkShader* shader) { [all...] |
/external/skqp/src/pdf/ |
SkPDFShader.h | 21 /** Make a PDF shader for the passed SkShader. If the SkShader is invalid in 27 * May cache the shader in the document for later re-use. If this function is 28 * called again with an equivalent shader, a new reference to the cached pdf 29 * shader may be returned. 32 * @param shader The SkShader to emulate. 38 * unless it is a alpha shader. 41 SkShader* shader,
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/external/skqp/src/shaders/ |
SkBitmapProcShader.cpp | 24 BitmapProcInfoContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec, 26 : INHERITED(shader, rec) 52 BitmapProcShaderContext(const SkShaderBase& shader, const SkShaderBase::ContextRec& rec, 54 : INHERITED(shader, rec, state) 97 const SkShaderBase& shader, TileMode tmx, TileMode tmy, 102 if (!shader.computeTotalInverse(*rec.fMatrix, rec.fLocalMatrix, &totalInverse)) { 110 return alloc->make<BitmapProcShaderContext>(shader, rec, state);
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SkShaderBase.h | 36 * Returns true if the shader is guaranteed to produce only a single color. 85 Context(const SkShaderBase& shader, const ContextRec&); 90 * Called sometimes before drawing with this shader. Return the type of 91 * alpha your shader will return. The default implementation returns 0. 111 // Reference to shader, so we don't have to dupe information. 144 * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is 160 * If the shader can represent its "average" luminance in a single color, return true and 170 * Returns a shader transformed into a new color space via the |xformer|. 191 // If this returns false, then we draw nothing (do not fall back to shader context) 253 inline SkShaderBase* as_SB(SkShader* shader) { [all...] |
/frameworks/base/libs/hwui/ |
SkiaShader.cpp | 83 // Gradient shader matrix helpers 120 bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix, 129 switch (shader.asAGradient(&gradInfo)) { 147 // Do nothing. This shader is unsupported. 153 computeScreenSpaceMatrix(outData->screenSpace, unitMatrix, shader.getLocalMatrix(), 156 // re-query shader to get full color / offset data 161 shader.asAGradient(&gradInfo); 199 bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix, 204 if (!shader.isABitmap(&bitmap, nullptr, xy)) { 231 // so enable custom shader logic to mimi [all...] |
/external/deqp/modules/gles31/functional/ |
es31fProgramInterfaceDefinition.hpp | 63 class Shader 74 Shader (glu::ShaderType type, glu::GLSLVersion version); 75 ~Shader (void); 77 Shader (const Shader&); 78 Shader& operator= (const Shader&); 93 Shader* addShader (glu::ShaderType type, glu::GLSLVersion version); 98 const std::vector<Shader*>& getShaders (void) const; 120 std::vector<Shader*> m_shaders [all...] |
/external/mesa3d/src/compiler/nir/ |
nir_lower_system_values.c | 61 local_size.u32[0] = b->shader->info->cs.local_size[0]; 62 local_size.u32[1] = b->shader->info->cs.local_size[1]; 63 local_size.u32[2] = b->shader->info->cs.local_size[2]; 78 if (!b->shader->options->lower_cs_local_index_from_id) 91 nir_imm_int(b, b->shader->info->cs.local_size[0]); 93 nir_imm_int(b, b->shader->info->cs.local_size[1]); 104 if (b->shader->options->vertex_id_zero_based) { 155 nir_lower_system_values(nir_shader *shader) 159 nir_foreach_function(function, shader) { 164 exec_list_make_empty(&shader->system_values) [all...] |
/external/swiftshader/third_party/LLVM/lib/Target/PTX/ |
PTXSubtarget.h | 29 * Enumeration of Shader Models supported by the back-end. 39 PTX_SM_1_0, /*< Shader Model 1.0 */ 40 PTX_SM_1_1, /*< Shader Model 1.1 */ 41 PTX_SM_1_2, /*< Shader Model 1.2 */ 42 PTX_SM_1_3, /*< Shader Model 1.3 */ 43 PTX_SM_2_0, /*< Shader Model 2.0 */ 44 PTX_SM_2_1, /*< Shader Model 2.1 */ 45 PTX_SM_2_2, /*< Shader Model 2.2 */ 46 PTX_SM_2_3, /*< Shader Model 2.3 */ 64 /// Shader Model supported on the target GPU [all...] |
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
GradientStopsActivity.java | 25 import android.graphics.Shader; 48 colors, positions, Shader.TileMode.CLAMP); 58 colors, positions, Shader.TileMode.CLAMP); 68 colors, positions, Shader.TileMode.CLAMP); 77 colors, null, Shader.TileMode.CLAMP); 85 colors, null, Shader.TileMode.REPEAT); 93 colors, null, Shader.TileMode.MIRROR); 101 colors, null, Shader.TileMode.CLAMP); 109 colors, null, Shader.TileMode.CLAMP); 117 colors, null, Shader.TileMode.CLAMP) [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererBase.java | 53 int shader = GLES20.glCreateShader(type); local 54 GLES20.glShaderSource(shader, shaderCode); 55 GLES20.glCompileShader(shader); 56 mInfoLog = GLES20.glGetShaderInfoLog(shader); 57 return shader;
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/external/skia/src/gpu/ |
GrGeometryProcessor.h | 17 * coverage into the fragment shader. Where this color and coverage come from is completely the 35 * Returns the minimum fraction of samples for which the fragment shader will be run. For 36 * instance, if sampleShading is 0.5 in MSAA16 mode, the fragment shader will run a minimum of 47 * 1) LocalCoordTransform * Position - in Shader 48 * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader
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/external/skqp/src/gpu/ |
GrGeometryProcessor.h | 17 * coverage into the fragment shader. Where this color and coverage come from is completely the 35 * Returns the minimum fraction of samples for which the fragment shader will be run. For 36 * instance, if sampleShading is 0.5 in MSAA16 mode, the fragment shader will run a minimum of 47 * 1) LocalCoordTransform * Position - in Shader 48 * 2) LocalCoordTransform * ExplicitLocalCoords- in Shader
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/frameworks/base/graphics/java/android/graphics/ |
BitmapShader.java | 22 * Shader used to draw a bitmap as a texture. The bitmap can be repeated or 25 public class BitmapShader extends Shader { 37 * Call this to create a new shader that will draw with a bitmap. 39 * @param bitmap The bitmap to use inside the shader 68 protected Shader copy() {
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/cts/tests/tests/opengl/libopengltest/ |
gl2_jni_libone.cpp | 55 LOGI("Attach Shader Error : %d\n", data.mShaderError); 56 LOGI("Shader Count : %d\n", data.mShaderCount); 61 LOGI("Attach Shader Error : %d\n", data.mShaderError); 65 LOGI("Attach Shader Error : %d\n", data.mShaderError); 69 LOGI("Attach Shader Error : %d\n", data.mShaderError); 70 LOGI("Shader Count : %d\n", data.mShaderCount); 75 LOGI("Attach Shader Error : %d\n", data.mShaderError); 79 LOGI("Attach Shader Error : %d\n", data.mShaderError); 83 LOGI("Attach Shader Error : %d\n", data.mShaderError); 87 LOGI("Attach Shader Error : %d\n", data.mShaderError) [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
svga_state_gs.c | 40 * If we fail to compile a geometry shader we'll use a dummy/fallback shader 63 * Translate TGSI shader into an svga shader variant. 76 /* some problem during translation, try the dummy shader */ 81 debug_printf("Failed to compile geometry shader, using dummy shader instead.\n"); 133 * svga_reemit_gs_bindings - Reemit the geometry shader bindings 145 /* Geometry Shader is only supported in vgpu10 */ 189 /** The previous geometry shader is made inactive [all...] |
svga_state_vs.c | 44 * If we fail to compile a vertex shader we'll use a dummy/fallback shader 91 * Replace the given shader's instruction with a simple / dummy shader. 92 * We use this when normal shader translation fails. 115 * Translate TGSI shader into an svga shader variant. 128 debug_printf("Failed to compile vertex shader," 129 " using dummy shader instead.\n"); 133 /* too big, use dummy shader */ 165 const enum pipe_shader_type shader = PIPE_SHADER_VERTEX; local [all...] |
svga_state_fs.c | 46 * If we fail to compile a fragment shader (because it uses too many 47 * registers, for example) we'll use a dummy/fallback shader that 100 * Replace the given shader's instruction with a simple constant-color 101 * shader. We use this when normal shader translation fails. 124 * Translate TGSI shader into an svga shader variant. 137 debug_printf("Failed to compile fragment shader," 138 " using dummy shader instead.\n"); 142 /* too big, use dummy shader */ 183 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; local [all...] |
/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_vs_exec.c | 61 vs_exec_prepare( struct draw_vertex_shader *shader, 64 struct exec_vertex_shader *evs = exec_vertex_shader(shader); 70 if (evs->machine->Tokens != shader->state.tokens) { 72 shader->state.tokens, 82 /* Simplified vertex shader interface for the pt paths. Given the 87 vs_exec_run_linear( struct draw_vertex_shader *shader, 96 struct exec_vertex_shader *evs = exec_vertex_shader(shader); 100 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color; 102 debug_assert(!shader->draw->llvm); 106 if (shader->info.uses_instanceid) [all...] |
/external/deqp/external/openglcts/modules/gl/ |
gl4cES31CompatibilityTests.cpp | 57 /******************************** Shader Compilation Compatibility Tests Implementation ********************************/ 65 : deqp::TestCase(context, "shader_compilation", "Shader Compilation Compatibility Test") 84 glw::GLuint shader = 0; local 93 /* Shader compilation. */ 94 shader = gl.createShader(s_shaders[i].type); 98 if (0 == shader) 103 gl.shaderSource(shader, 1, &(s_shaders[i].source), NULL); 107 gl.compileShader(shader); 114 gl.getShaderiv(shader, GL_COMPILE_STATUS, &status); 125 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &log_size) 364 } shader[] = { { shader_source.vertex, GL_VERTEX_SHADER, 0 }, { shader_source.fragment, GL_FRAGMENT_SHADER, 0 } }; local [all...] |
gl4cGPUShaderFP64Tests.hpp | 28 * \brief Declares test classes for "GPU Shader FP64" functionality. 164 * the size of the uniform variable declared in the shader does not 325 * in a default uniform block of a vertex shader; 327 * in a default uniform block of a vertex shader; 329 * in a default uniform block of a vertex shader; 331 * in a default uniform block of a vertex shader; 334 * of a vertex shader; (each type tested in a separate shader) 336 * dmat4x3 uniforms in a default uniform block of a vertex shader; 337 * (each type tested in a separate shader) [all...] |
/external/deqp/external/openglcts/modules/glesext/tessellation_shader/ |
esextcTessellationShaderTessellation.hpp | 60 * evaluation shader program. 143 * Make sure that tessellation control shader is fed with correct gl_InvocationID 159 * 1. Tessellation control shader to pass gl_InvocationID to tessellation 160 * evaluation shader for XFB, for later inspection. The values captured 164 * 2. Tessellation control shader should pass gl_PatchVerticesIn value to 165 * tessellation evaluation shader. The value passed from TC, as well as 253 * for triangle and quad inputs of a tessellation evaluation shader. 269 * * Without a tessellation control shader, where the patch tessellation levels 271 * * With a tessellation control shader used to configure the levels; 361 * vec4 input variables in a tessellation control shader [all...] |
esextcTessellationShaderXFB.hpp | 33 * Verify transform feed-back captures data from appropriate shader stage. 36 * * vertex shader, tessellation control + evaluation shader, geometry shaders 37 * are defined (output should be taken from geometry shader); 38 * * vertex shader, tessellation control + evaluation shaders are defined 39 * (output should be taken from tessellation evaluation shader); 41 * Verify the following shader/stage combination is invalid and neither links 44 * * vertex shader, tessellation control shaders are defined; 46 * Make sure to include separate shader objects in the test.
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