/external/mesa3d/src/gallium/drivers/freedreno/a2xx/ |
ir-a2xx.h | 32 /* low level intermediate representation of an adreno a2xx shader program */ 38 int8_t max_reg; /* highest GPR # used by shader */ 61 struct ir2_shader *shader; member in struct:ir2_instruction 96 struct ir2_shader *shader; member in struct:ir2_cf 124 void ir2_shader_destroy(struct ir2_shader *shader); 125 void * ir2_shader_assemble(struct ir2_shader *shader, 128 struct ir2_cf * ir2_cf_create(struct ir2_shader *shader, instr_cf_opc_t cf_type); 138 ir2_cf_create_alloc(struct ir2_shader *shader, instr_alloc_type_t type, int size) 140 struct ir2_cf *cf = ir2_cf_create(shader, ALLOC);
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/external/mesa3d/src/gallium/drivers/freedreno/ir3/ |
ir3_shader.h | 50 /* Configuration key used to identify a shader variant.. different 51 * shader variants can be used to implement features not supported 52 * in hw (two sided color), binning-pass vertex shader, etc. 58 * Combined Vertex/Fragment shader parameters: 66 * Vertex shader variant parameters: 72 * Fragment shader variant parameters: 76 /* used when shader needs to handle flat varyings (a4xx) 77 * for front/back color inputs to frag shader: 86 * shader: 91 * shader 234 struct ir3_shader *shader; member in struct:ir3_shader_variant [all...] |
/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_sampler.c | 69 enum pipe_shader_type shader, 77 assert(shader < PIPE_SHADER_TYPES); 78 assert(start + num <= ARRAY_SIZE(llvmpipe->samplers[shader])); 84 llvmpipe->samplers[shader][start + i] = samplers[i]; 89 unsigned j = MAX2(llvmpipe->num_samplers[shader], start + num); 90 while (j > 0 && llvmpipe->samplers[shader][j - 1] == NULL) 92 llvmpipe->num_samplers[shader] = j; 95 if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY) { 97 shader, [all...] |
/external/mesa3d/src/mesa/main/ |
shaderobj.c | 47 /*** Shader object functions ***/ 53 * If ptr is pointing to another shader, decrement its refcount (and delete 67 /* Unreference the old shader */ 90 _mesa_init_shader(struct gl_shader *shader) 92 shader->RefCount = 1; 93 shader->info.Geom.VerticesOut = -1; 94 shader->info.Geom.InputType = GL_TRIANGLES; 95 shader->info.Geom.OutputType = GL_TRIANGLE_STRIP; 104 struct gl_shader *shader; local 105 shader = rzalloc(NULL, struct gl_shader) [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/swiftshader/src/ |
Android.mk | 84 Shader/Constants.cpp \ 85 Shader/PixelPipeline.cpp \ 86 Shader/PixelProgram.cpp \ 87 Shader/PixelRoutine.cpp \ 88 Shader/PixelShader.cpp \ 89 Shader/SamplerCore.cpp \ 90 Shader/SetupRoutine.cpp \ 91 Shader/Shader.cpp \ 92 Shader/ShaderCore.cpp [all...] |
/developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/util/ |
Gles2ColoredTriangleList.java | 154 * Compiles an OpenGL shader. 157 * @param shaderCode string containing the shader source code 158 * @return ID for the shader 161 // Create a vertex or fragment shader. 162 int shader = GLES20.glCreateShader(type); local 164 if (shader == 0) { 168 // Add the source code to the shader and compile it. 169 GLES20.glShaderSource(shader, shaderCode); 171 GLES20.glCompileShader(shader); 174 return shader; [all...] |
/developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/util/ |
Gles2ColoredTriangleList.java | 154 * Compiles an OpenGL shader. 157 * @param shaderCode string containing the shader source code 158 * @return ID for the shader 161 // Create a vertex or fragment shader. 162 int shader = GLES20.glCreateShader(type); local 164 if (shader == 0) { 168 // Add the source code to the shader and compile it. 169 GLES20.glShaderSource(shader, shaderCode); 171 GLES20.glCompileShader(shader); 174 return shader; [all...] |
/development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/ |
Gles2ColoredTriangleList.java | 154 * Compiles an OpenGL shader. 157 * @param shaderCode string containing the shader source code 158 * @return ID for the shader 161 // Create a vertex or fragment shader. 162 int shader = GLES20.glCreateShader(type); local 164 if (shader == 0) { 168 // Add the source code to the shader and compile it. 169 GLES20.glShaderSource(shader, shaderCode); 171 GLES20.glCompileShader(shader); 174 return shader; [all...] |
/external/mesa3d/src/gallium/drivers/r600/sb/ |
sb_shader.cpp | 33 shader::shader(sb_context &sctx, shader_target t, unsigned id) function in class:r600_sb::shader 45 bool shader::assign_slot(alu_node* n, alu_node *slots[5]) { 62 void shader::add_pinned_gpr_values(vvec& vec, unsigned gpr, unsigned comp_mask, 85 cf_node* shader::create_clause(node_subtype nst) { 101 void shader::create_bbs() { 105 void shader::expand_bbs() { 109 alu_node* shader::create_mov(value* dst, value* src) { 119 alu_node* shader::create_copy_mov(value* dst, value* src, unsigned affcost) { 131 value* shader::get_value(value_kind kind, sel_chan id [all...] |
/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
esextcGeometryShaderAPI.hpp | 37 * Consider two geometry shader implementations (consisting of at least 39 * vertex and fragment shader stage implementations as in test case 8.1 99 * Create a geometry shader object. Make sure glGetShaderiv() reports 100 * GL_GEOMETRY_SHADER_EXT when passed GL_SHADER_TYPE pname and the shader's 183 * have a geometry shader attached. 223 * geometry & vertex shader objects attached and link successfully OR which 225 * shader object programs can be queried for geometry stage properties 230 * shader object configurations. 231 * It should query the following geometry shader states and verify the 240 * a separable program object with fragment & vertex shader stages define [all...] |
/external/deqp/external/openglcts/modules/glesext/texture_buffer/ |
esextcTextureBufferPrecision.cpp | 41 /* Head of the compute shader. */ 47 /* Variables declarations for the compute shader without usage of the precision qualifier. */ 71 /* Variables declarations for the compute shader with usage of the precision qualifier. */ 95 /* The default precision qualifier declarations for the compute shader. */ 100 /* The compute shader body. */ 107 /* Head of the fragment shader. */ 113 /* Variables declarations for the fragment shader without usage of the precision qualifier. */ 128 /* Variables declarations for the fragment shader with usage of the precision qualifier. */ 143 /* The default precision qualifier declarations for the fragment shader. */ 148 /* The fragment shader body. * [all...] |
/external/skia/src/shaders/ |
SkColorFilterShader.cpp | 20 SkColorFilterShader::SkColorFilterShader(sk_sp<SkShader> shader, sk_sp<SkColorFilter> filter) 21 : fShader(std::move(shader)) 29 auto shader = buffer.readShader(); local 31 if (!shader || !filter) { 34 return sk_make_sp<SkColorFilterShader>(shader, filter); 78 str->append("Shader: ");
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/external/skqp/src/shaders/ |
SkColorFilterShader.cpp | 20 SkColorFilterShader::SkColorFilterShader(sk_sp<SkShader> shader, sk_sp<SkColorFilter> filter) 21 : fShader(std::move(shader)) 29 auto shader = buffer.readShader(); local 31 if (!shader || !filter) { 34 return sk_make_sp<SkColorFilterShader>(shader, filter); 78 str->append("Shader: ");
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/external/deqp/external/openglcts/modules/gl/ |
gl4cIncompleteTextureAccessTests.cpp | 159 struct Shader 165 } shader[] = { { { s_vertex_shader, NULL, NULL, NULL, NULL }, 1, GL_VERTEX_SHADER, 0 }, local 172 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); 180 /* Shader compilation. */ 185 shader[i].id = gl.createShader(shader[i].type); 189 gl.attachShader(m_po, shader[i].id); 193 gl.shaderSource(shader[i].id, shader[i].count, shader[i].source, NULL) [all...] |
/external/deqp/external/openglcts/modules/glesext/tessellation_shader/ |
esextcTessellationShaderTCTE.hpp | 58 * Make sure that tessellation control shader can correctly read per-vertex 59 * values, as modified by a vertex shader. Verify per-vertex gl_Position 60 * and gl_PointSize values are assigned values as in vertex shader. 62 * control shader can be correctly read by tessellation evaluation shader. 65 * shader can be correctly read by a geometry shader. 79 * 3. Vertex shader should set: 86 * 4. TC shader should define corresponding input variables and patch 93 * 5. TE shader should define corresponding input variables and patc [all...] |
esextcTessellationShaderErrors.cpp | 108 /* Release all shader objects created for the test */ 145 } /* for (all shader objects) */ 216 /* Allocate space for shader IDs */ 256 /* Iterate through all shader types */ 314 /* Generate the shader object */ 326 /* Try to compile the shader object */ 336 m_context.getTestContext().getLog() << tcu::TestLog::Message << so_type << " shader source:\n" 345 m_context.getTestContext().getLog() << tcu::TestLog::Message << "shader info log\n" 376 TCU_FAIL("A shader compiled successfully, even though it should have failed " 395 TCU_FAIL("A shader failed to compile, even though it should have succeeded [all...] |
/external/deqp/doc/testspecs/GLES31/ |
functional.image_load_store.txt | 19 Shader image load and store tests 37 + Basic cases for early_fragment_tests, if images supported in fragment shader 53 compute shader (read with texture()) into a SSBO, which is then read with a 63 compared to a reference image. All image formats are tested. The compute shader 67 API calls. In the compute shader, the contents of the image are read with 70 to a reference image. All image formats are tested. The compute shader is 75 testing the values returned by the atomic function in each shader invocation. 77 shader is dispatched with the dimensions equal to the image size, except that 79 operated on by multiple shader invocations. For the return value cases, the 89 writing in the same shader (i.e. r32i/r32ui/r32f). In the shader, such an imag [all...] |
/external/deqp/doc/testspecs/GLES2/ |
performance.compiler.txt | 19 Shader compiler performance tests 25 + Shader compile, link and specialization (draw call -time) time measurements 33 - A number of texture lookups blended together in fragment shader 41 + Shader functional testing 45 Shader compiler performance tests measure the time to compile GLSL shader programs. 51 Cache-avoiding cases use a different shader for different iterations of the same 52 test case, whereas cache-allowing cases use the same shader for all iterations. 56 The method for defeating the shader cache is to append a postfix to all uniform, 62 character at the end of the shader or an invalid statement at the end of the main( [all...] |
/external/mesa3d/src/compiler/nir/ |
nir_lower_two_sided_color.c | 34 nir_shader *shader; member in struct:__anon29322 49 create_input(nir_shader *shader, unsigned drvloc, gl_varying_slot slot) 51 nir_variable *var = rzalloc(shader, nir_variable); 60 exec_list_push_tail(&shader->inputs, &var->node); 62 shader->num_inputs++; /* TODO use type_size() */ 72 load = nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_input); 88 nir_foreach_variable(var, &state->shader->inputs) { 119 state->colors[i].back = create_input(state->shader, ++maxloc, slot); 186 nir_lower_two_sided_color(nir_shader *shader) 189 .shader = shader [all...] |
/external/mesa3d/src/gallium/auxiliary/tgsi/ |
tgsi_scan.h | 41 * Shader summary info 89 boolean reads_position; /**< does fragment shader read position? */ 90 boolean reads_z; /**< does fragment shader read depth? */ 91 boolean reads_samplemask; /**< does fragment shader read sample mask? */ 92 boolean writes_z; /**< does fragment shader write Z value? */ 93 boolean writes_stencil; /**< does fragment shader write stencil value? */ 94 boolean writes_samplemask; /**< does fragment shader write sample mask? */ 95 boolean writes_edgeflag; /**< vertex shader outputs edgeflag */ 141 unsigned shader_buffers_declared; /**< bitmask of declared shader buffers */ 142 unsigned shader_buffers_load; /**< bitmask of shader buffers using loads * [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
svga_tgsi.c | 161 * Parse TGSI shader and translate to SVGA/DX9 serialized 164 * In this function SVGA shader is emitted to an in-memory buffer that 170 const struct svga_shader *shader, 190 tgsi_scan_shader(shader->tokens, &emit.info); 219 if (!svga_shader_emit_instructions(&emit, shader->tokens)) { 228 variant->shader = shader; 236 /* If there was exactly one write to a fragment shader output register 247 debug_printf("Shader %u below\n", shader->id) [all...] |
/external/mesa3d/src/gallium/drivers/vc4/kernel/ |
vc4_drv.h | 52 /* This is the BO where we store the validated command lists, shader 58 * This tracks the per-shader-record state (packet 64) that 59 * determines the length of the shader record and the offset 66 * shader state. 71 /** How many shader states the user declared they were using. */ 73 /** How many shader state records the validator has seen. */ 96 /* Pointers to the shader recs. These paddr gets incremented as CL 98 * (u and v) get incremented and size decremented as the shader recs 138 * For a given shader, each time a shader state record references it, we nee [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/gpu/ccpr/ |
GrCCCoverageProcessor.cpp | 18 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc, 34 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s, 47 int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLFPFragmentBuilder* f, 85 std::unique_ptr<Shader> shader; local 89 shader = skstd::make_unique<GrCCTriangleShader>(); 92 shader = skstd::make_unique<GrCCTriangleCornerShader>(); 95 shader = skstd::make_unique<GrCCQuadraticHullShader>(); 98 shader = skstd::make_unique<GrCCQuadraticCornerShader>(); 101 shader = skstd::make_unique<GrCCCubicHullShader>() [all...] |