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  /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;
  /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,
  /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);
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,
  /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);
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) {
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  /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
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  /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
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  /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)
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  /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
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  /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;
  /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
  /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
  /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() {
  /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)
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  /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
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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
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  /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)
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  /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)
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  /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
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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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