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  /external/mesa3d/src/mesa/main/
shaderapi.c 117 * Initialize context's shader state.
136 ctx->Shader.Flags = _mesa_get_shader_flags();
138 if (ctx->Shader.Flags != 0)
142 ctx->Shader.RefCount = 1;
143 mtx_init(&ctx->Shader.Mutex, mtx_plain);
154 * Free the per-context shader-related state.
161 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[i],
164 _mesa_reference_program(ctx, &ctx->Shader._CurrentFragmentProgram, NULL);
165 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
170 assert(ctx->Shader.RefCount == 1)
244 struct gl_shader *shader = _mesa_lookup_shader(ctx, name); local
890 struct gl_shader *shader = local
2237 const GLuint shader = create_shader(ctx, type); local
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  /external/deqp/executor/tools/
xeExtractShaderPrograms.cpp 21 * \brief Extract shader programs from log.
53 static const char* getShaderTypeSuffix (const xe::ri::Shader::ShaderType shaderType)
57 case xe::ri::Shader::SHADERTYPE_VERTEX: return "vert";
58 case xe::ri::Shader::SHADERTYPE_FRAGMENT: return "frag";
59 case xe::ri::Shader::SHADERTYPE_GEOMETRY: return "geom";
60 case xe::ri::Shader::SHADERTYPE_TESS_CONTROL: return "tesc";
61 case xe::ri::Shader::SHADERTYPE_TESS_EVALUATION: return "tese";
62 case xe::ri::Shader::SHADERTYPE_COMPUTE: return "comp";
64 throw xe::Error("Invalid shader type");
74 const xe::ri::Shader& shader = dynamic_cast<const xe::ri::Shader&>(shaderProgram.shaders.getItem(shaderNdx)) local
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  /external/mesa3d/src/compiler/nir/
nir_lower_drawpixels.c 36 nir_shader *shader; member in struct:__anon29321
48 nir_foreach_variable(var, &state->shader->inputs) {
57 texcoord = nir_variable_create(state->shader,
70 create_uniform(nir_shader *shader, const char *name, const int state_tokens[5])
72 nir_variable *var = nir_variable_create(shader,
87 state->scale = create_uniform(state->shader, "gl_PTscale",
97 state->bias = create_uniform(state->shader, "gl_PTbias",
107 state->bias = create_uniform(state->shader, "gl_MultiTexCoord0",
130 tex = nir_tex_instr_create(state->shader, 1);
158 tex = nir_tex_instr_create(state->shader, 1)
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nir_lower_gs_intrinsics.c 31 * arbitrary number of vertices. However, the shader must declare the maximum
36 * to hold the geometry shader's output. Some drivers (such as i965) need to
37 * implement "safety checks" which ensure that the shader hasn't emitted too
80 nir_imm_int(b, b->shader->info->gs.vertices_out);
87 nir_if *if_stmt = nir_if_create(b->shader);
95 nir_intrinsic_instr_create(b->shader,
123 nir_intrinsic_instr_create(b->shader,
166 nir_shader *shader = state->builder->shader; local
179 nir_intrinsic_instr_create(shader, nir_intrinsic_set_vertex_count)
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  /external/mesa3d/src/gallium/drivers/radeonsi/glsl_tests/
bitcount.glsl 9 #shader fs bitcount
fma.glsl 11 #shader fs fma
frexp.glsl 10 #shader fs frexp
ldexp.glsl 10 #shader fs ldexp
pow.glsl 12 #shader fs pow
  /external/skia/src/shaders/gradients/
SkTwoPointConicalGradient_gpu.h 19 * Creates an effect that produces a two point conical gradient based on the shader passed in.
  /external/skqp/src/shaders/gradients/
SkTwoPointConicalGradient_gpu.h 19 * Creates an effect that produces a two point conical gradient based on the shader passed in.
  /external/swiftshader/src/OpenGL/libGL/
ResourceManager.h 33 class Shader;
64 void deleteShader(GLuint shader);
70 Shader *getShader(GLuint handle);
88 typedef std::map<GLint, Shader*> ShaderMap;
  /external/swiftshader/src/OpenGL/libGLESv2/
ResourceManager.h 30 class Shader;
68 void deleteShader(GLuint shader);
76 Shader *getShader(GLuint handle);
95 gl::NameSpace<Shader> mShaderNameSpace;
  /frameworks/native/libs/gui/tests/
GLTest.cpp 256 GLuint shader = glCreateShader(shaderType); local
258 if (shader) {
259 glShaderSource(shader, 1, &pSource, NULL);
261 glCompileShader(shader);
264 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
268 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
273 glGetShaderInfoLog(shader, infoLen, NULL, buf);
274 printf("Shader compile log:\n%s\n", buf);
281 glGetShaderInfoLog(shader, 0x1000, NULL, buf);
282 printf("Shader compile log:\n%s\n", buf)
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  /cts/tests/openglperf2/jni/graphics/
GLUtils.cpp 130 // Loads the given source code as a shader of the given type.
132 GLuint shader = glCreateShader(shaderType); local
133 if (shader) {
134 glShaderSource(shader, 1, source, NULL);
135 glCompileShader(shader);
137 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
140 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
143 glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
145 "Error compiling shader:\n%s\n", infoLog);
148 glDeleteShader(shader);
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  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererOneColorBufferTest.java 100 int shader; local
103 // Create the shader object
104 shader = GLES20.glCreateShader(type);
106 if (shader == 0)
109 // Load the shader source
110 GLES20.glShaderSource(shader, shaderSrc);
112 // Compile the shader
113 GLES20.glCompileShader(shader);
116 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
119 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
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  /cts/tests/tests/uirendering/src/android/uirendering/cts/testclasses/
ShaderTests.java 28 import android.graphics.Shader;
53 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT));
74 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT);
81 Shader.TileMode.CLAMP);
118 // Bitmap shader mask, partially overlapping content
125 Shader.TileMode.CLAMP, Shader.TileMode.CLAMP);
131 null, Shader.TileMode.CLAMP)
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  /development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/
MyGLRenderer.java 108 * Utility method for compiling a OpenGL shader.
111 * method to debug shader coding errors.</p>
113 * @param type - Vertex or fragment shader type.
114 * @param shaderCode - String containing the shader code.
115 * @return - Returns an id for the shader.
119 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
120 // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
121 int shader = GLES20.glCreateShader(type); local
123 // add the source code to the shader and compile it
124 GLES20.glShaderSource(shader, shaderCode)
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  /external/autotest/client/site_tests/graphics_SanAngeles/src/
shader.c 7 #include "shader.h"
27 static void printShaderLog(GLuint shader)
31 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogSize);
33 glGetShaderInfoLog(shader, infoLogSize, &infoWritten, infoLog);
42 GLuint shader = glCreateShader(shaderType); local
43 if (shader == 0)
45 glShaderSource(shader, 1, &src, NULL);
46 glCompileShader(shader);
47 glGetShaderiv(shader, GL_COMPILE_STATUS, &bShaderCompiled);
50 printShaderLog(shader);
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  /external/deqp/external/openglcts/docs/specs/
CTS_ARB_shader_atomic_counter_ops.txt 35 by comparing results to calculations done out of the shader code.
47 - perform atomic operations on buffer values in the shader
48 - validate shader output values against values calculated in the test code
  /external/deqp/external/openglcts/modules/glesext/tessellation_shader/
esextcTessellationShaderPrimitiveCoverage.hpp 83 glw::GLuint m_fs_id; /* name of fragment shader object */
85 m_quad_tessellation_tcs_id; /* name of tessellation control shader object that performs quad tessellation */
87 m_quad_tessellation_tes_id; /* name of tessellation evaluation shader object that performs quad tessellation */
89 m_triangles_tessellation_tcs_id; /* name of tessellation control shader object that performs triangle tessellation */
91 m_triangles_tessellation_tes_id; /* name of tessellation evaluation shader object that performs triangle tessellation */
92 glw::GLuint m_vs_id; /* nameof vertex shader object */
98 static const char* m_fs_code; /* fragment shader source code */
99 static const char* m_quad_tessellation_tcs_code; /* tessellation control shader source code */
100 static const char* m_quad_tessellation_tes_code; /* tessellation evaluation shader source code */
101 static const char* m_triangles_tessellation_tcs_code; /* tessellation control shader source code *
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  /external/mesa3d/src/gallium/drivers/freedreno/a2xx/
fd2_texture.c 106 enum pipe_shader_type shader, unsigned start,
112 if (shader == PIPE_SHADER_FRAGMENT) {
117 * re-emitting the vertex shader:
123 fd_sampler_states_bind(pctx, shader, start, nr, hwcso);
156 * which is per-shader to a global const-idx space.
158 * Fragment shader sampler maps directly to const-idx, and vertex shader
159 * is offset by the # of fragment shader samplers. If the # of fragment
160 * shader samplers changes, this shifts the vertex shader indexes
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  /external/mesa3d/src/intel/common/
gen_device_info.h 66 * edges. Enabling this flag causes the fragment shader to use
68 * fragment shader instructions.
76 * In general, you can find shader thread maximums by looking at the "Maximum
99 unsigned max_vs_threads; /**< Maximum Vertex Shader threads */
100 unsigned max_tcs_threads; /**< Maximum Hull Shader threads */
101 unsigned max_tes_threads; /**< Maximum Domain Shader threads */
102 unsigned max_gs_threads; /**< Maximum Geometry Shader threads. */
104 * Theoretical maximum number of Pixel Shader threads.
106 * PSD means Pixel Shader Dispatcher. On modern Intel GPUs, hardware will
107 * automatically scale pixel shader thread count, based on a single valu
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  /external/mesa3d/src/mesa/state_tracker/
st_nir.h 36 void st_nir_lower_builtin(struct nir_shader *shader);
37 void st_nir_lower_tex_src_plane(struct nir_shader *shader, unsigned free_slots,
49 struct gl_linked_shader *shader);
  /external/skia/gm/
cgm.c 41 sk_shader_t* shader = make_shader(); local
42 sk_paint_set_shader(paint, shader);
43 sk_shader_unref(shader);

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