/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 [all...] |
/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 [all...] |
/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) [all...] |
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) [all...] |
/external/mesa3d/src/gallium/drivers/radeonsi/glsl_tests/ |
bitcount.glsl | 9 #shader fs bitcount
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fma.glsl | 11 #shader fs fma
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frexp.glsl | 10 #shader fs frexp
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ldexp.glsl | 10 #shader fs ldexp
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pow.glsl | 12 #shader fs pow
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/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.
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/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.
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/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;
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/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;
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/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) [all...] |
/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); [all...] |
/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)); [all...] |
/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) [all...] |
/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) [all...] |
/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); [all...] |
/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
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/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 * [all...] |
/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 [all...] |
/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 [all...] |
/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);
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/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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