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  /external/swiftshader/src/Shader/
PixelShader.cpp 23 PixelShader::PixelShader(const PixelShader *ps) : Shader()
34 append(new sw::Shader::Instruction(*ps->getInstruction(i)));
47 PixelShader::PixelShader(const unsigned long *token) : Shader()
92 Shader::Opcode opcode = (Shader::Opcode)(token[i] & 0x0000FFFF);
96 case Shader::OPCODE_RESERVED0:
97 case Shader::OPCODE_MOVA:
141 void PixelShader::setInput(int inputIdx, int nbComponents, const sw::Shader::Semantic& semantic)
149 const sw::Shader::Semantic& PixelShader::getInput(int inputIdx, int component) const
172 if(inst->opcode == Shader::OPCODE_TEXM3X2DEPTH |
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PixelProgram.cpp 30 if(shader->getShaderModel() >= 0x0300)
32 if(shader->isVPosDeclared())
52 if(shader->isVFaceDeclared())
70 if(shader->containsLeaveInstruction())
84 for(size_t i = 0; i < shader->getLength(); i++)
86 const Shader::Instruction *instruction = shader->getInstruction(i);
87 Shader::Opcode opcode = instruction->opcode;
89 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_bicubic_filter.c 52 struct ureg_program *shader; local
56 shader = ureg_create(PIPE_SHADER_VERTEX);
57 if (!shader)
60 i_vpos = ureg_DECL_vs_input(shader, 0);
61 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
62 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
64 ureg_MOV(shader, o_vpos, i_vpos);
65 ureg_MOV(shader, o_vtex, i_vpos);
67 ureg_END(shader);
69 return ureg_create_shader_and_destroy(shader, filter->pipe)
154 struct ureg_program *shader; local
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  /frameworks/base/core/jni/android/graphics/
Shader.cpp 54 static void Shader_safeUnref(SkShader* shader) {
55 SkSafeUnref(shader);
79 sk_sp<SkShader> shader = image->makeShader( local
83 shader = shader->makeWithLocalMatrix(*matrix);
86 shader = shader->makeWithColorFilter(colorFilter);
89 ThrowIAE_IfNull(env, shader.get());
90 return reinterpret_cast<jlong>(shader.release());
117 SkShader* shader; local
177 SkShader* shader; local
204 SkShader* shader; local
233 SkShader* shader; local
256 SkShader* shader; local
277 SkShader* shader; local
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  /frameworks/base/libs/hwui/
ProgramCache.cpp 391 // roundRectPos is now divided by roundRectRadius in vertex shader
482 // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
516 String8 shader(gVS_Header_Start);
518 shader.append(gVS_Header_Attributes_TexCoords);
521 shader.append(gVS_Header_Attributes_VertexAlphaParameters);
524 shader.append(gVS_Header_Attributes_Colors);
527 shader.append(gVS_Header_Uniforms);
529 shader.append(gVS_Header_Uniforms_TextureTransform);
532 shader.append(gVS_Header_Uniforms_HasGradient);
535 shader.append(gVS_Header_Uniforms_HasBitmap)
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  /cts/tests/tests/opengl/src/android/opengl/cts/
NativeAttachShaderTest.java 44 * shader count : 2
49 mActivity = getShaderActivity(Constants.SHADER, 1);
57 * Test: Attach an invalid vertex shader to the program handle
59 * shader count : 1
65 mActivity = getShaderActivity(Constants.SHADER, 2);
73 * shader count : 1
79 mActivity = getShaderActivity(Constants.SHADER, 3);
85 * Test: No shader is attached to a program, glGetAttachedShaders returns
87 * shader count : 0
93 mActivity = getShaderActivity(Constants.SHADER, 4)
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  /packages/services/Car/evs/app/
shader.cpp 16 #include "shader.h"
22 // Given shader source, load and compile it
24 // Create the shader object
25 GLuint shader = glCreateShader (type); local
26 if (shader == 0) {
30 // Load and compile the shader
31 glShaderSource(shader, 1, &shaderSrc, nullptr);
32 glCompileShader(shader);
36 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
38 printf("Error compiling %s shader for %s\n", (type==GL_VERTEX_SHADER) ? "vtx":"pxl", name)
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  /external/swiftshader/src/OpenGL/libGL/
Shader.h 15 // Shader.h: Defines the abstract Shader class and its concrete derived
16 // classes VertexShader and FragmentShader. Implements GL shader objects and
44 class Shader : public glsl::Shader
49 Shader(ResourceManager *manager, GLuint handle);
51 virtual ~Shader();
89 unsigned int mRefCount; // Number of program objects this shader is attached to
90 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
95 class VertexShader : public Shader
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Shader.cpp 15 // Shader.cpp: Implements the Shader class and its derived classes
16 // VertexShader and FragmentShader. Implements GL shader objects and related
19 #include "Shader.h"
28 bool Shader::compilerInitialized = false;
30 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
40 Shader::~Shader()
45 GLuint Shader::getName() cons
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  /external/swiftshader/src/OpenGL/libGLESv2/
Shader.h 15 // Shader.h: Defines the abstract Shader class and its concrete derived
16 // classes VertexShader and FragmentShader. Implements GL shader objects and
41 class Shader : public glsl::Shader
46 Shader(ResourceManager *manager, GLuint handle);
48 virtual ~Shader();
86 unsigned int mRefCount; // Number of program objects this shader is attached to
87 bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
92 class VertexShader : public Shader
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Shader.cpp 15 // Shader.cpp: Implements the Shader class and its derived classes
16 // VertexShader and FragmentShader. Implements GL shader objects and related
19 #include "Shader.h"
29 bool Shader::compilerInitialized = false;
31 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
41 Shader::~Shader()
46 GLuint Shader::getName() cons
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  /external/mesa3d/src/compiler/nir/
nir_lower_io_to_temporaries.c 27 * point of the shader and/or an input variable with a single copy
28 * at the entrance point of the shader. This way the output variable
36 nir_shader *shader; member in struct:lower_io_state
43 emit_copies(nir_cursor cursor, nir_shader *shader, struct exec_list *new_vars,
62 * modified by the shader anyway.
68 nir_intrinsic_instr_create(shader, nir_intrinsic_copy_var);
79 if (state->shader->stage == MESA_SHADER_GEOMETRY) {
91 emit_copies(cursor, state->shader, &state->shader->outputs,
98 emit_copies(cursor, state->shader, &state->old_outputs
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  /external/deqp/modules/gles31/functional/
es31fNegativeSampleVariablesTests.cpp 53 glu::Shader shader (ctx.getRenderContext(), shaderType);
56 shader.setSources(1, &source, &length);
57 shader.compile();
59 log << shader; local
63 testFailed = !shader.getCompileStatus();
64 message = "Shader did not compile.";
68 testFailed = shader.getCompileStatus();
69 message = "Shader was not expected to compile.";
105 std::ostringstream shader; local
146 std::ostringstream shader; local
230 std::ostringstream shader; local
276 std::ostringstream shader; local
312 std::ostringstream shader; local
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es31fProgramInterfaceDefinitionUtil.cpp 93 bool VariableSearchFilter::matchesFilter (const ProgramInterfaceDefinition::Shader* shader) const
95 DE_ASSERT(shader->getType() < glu::SHADERTYPE_LAST);
96 return (m_shaderTypeBits & (1u << shader->getType())) != 0;
139 bool shaderContainsIOBlocks (const ProgramInterfaceDefinition::Shader* shader)
141 for (int ndx = 0; ndx < (int)shader->getDefaultBlock().interfaceBlocks.size(); ++ndx)
143 const glu::Storage storage = shader->getDefaultBlock().interfaceBlocks[ndx].storage;
219 static std::string getShaderExtensionDeclarations (const ProgramInterfaceDefinition::Shader* shader)
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  /external/skia/tools/gpu/gl/debug/
GrProgramObj.cpp 12 void GrProgramObj::AttachShader(GrShaderObj *shader) {
13 shader->ref();
14 fShaders.push_back(shader);
  /external/skqp/tools/gpu/gl/debug/
GrProgramObj.cpp 12 void GrProgramObj::AttachShader(GrShaderObj *shader) {
13 shader->ref();
14 fShaders.push_back(shader);
  /external/deqp/doc/testspecs/GLES31/
functional.geometry_shading.txt 19 Geometry shader tests
36 + Geometry shader transform feedback
37 + (Negative) tests for vertex-geo-frag shader varying linkage.
38 + Primitive render order with geometry shader instancing
42 Geometry shader tests test geometry shader functionality by rendering
51 geometry shader related limits and states. primitives_generated_* cases
56 basic.* tests test basic geometry shader usage: output_* cases emit
58 number of vertices, depending on a shader varying, uniform or a texture
64 input.* tests verify geometry shader behavior with different input type
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  /external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES2/
PVRTShader.cpp 13 @Description Shader handling for OpenGL ES 2.0
26 @Input pszShaderCode shader source code
27 @Input Type type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
28 @Output pObject the resulting shader object
30 @Input aszDefineArray Array of defines to be pre-appended to shader string
33 @Description Loads a shader source code into memory and compiles it.
84 // Append the shader code to the string
87 /* Create and compile the shader object */
102 *pReturnError = CPVRTString("Failed to compile shader: ") + pszInfoLog + "\n";
113 @Input ShaderData shader compiled binary dat
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  /cts/tests/tests/opengl/libopengltest/
common.cpp 24 GLuint shader = glCreateShader(shaderType); local
25 glShaderSource(shader, 1, &pSource, NULL);
26 glCompileShader(shader);
27 return shader;
  /external/mesa3d/src/gallium/docs/source/cso/
shader.rst 3 Shader
  /external/robolectric-shadows/shadows/framework/src/main/java/org/robolectric/shadows/
ShadowLinearGradient.java 4 import android.graphics.Shader;
17 private Shader.TileMode tile;
21 float x0, float y0, float x1, float y1, int color0, int color1, Shader.TileMode tile) {
55 public Shader.TileMode getTile() {
  /frameworks/support/core/ktx/src/main/java/androidx/core/graphics/
Shader.kt 20 import android.graphics.Shader
23 * Wrap the specified [block] in calls to [Shader.getLocalMatrix] and [Shader.setLocalMatrix].
25 inline fun Shader.transform(block: Matrix.() -> Unit) {
  /prebuilts/ndk/r16/sources/android/ndk_helper/
shader.cpp 20 #include "shader.h"
28 bool shader::CompileShader( GLuint *shader,
76 return shader::CompileShader( shader, type, v );
79 bool shader::CompileShader( GLuint *shader,
87 *shader = glCreateShader( type );
88 glShaderSource( *shader, 1, &source, &iSize ); //Not specifying 3rd parameter (size) could be troublesome..
90 glCompileShader( *shader );
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  /frameworks/support/core/ktx/src/androidTest/java/androidx/core/graphics/
ShaderTest.kt 20 import android.graphics.Shader
28 val shader = Shader()
32 shader.transform {
36 // Now read matrix from Shader
37 shader.getLocalMatrix(matrix)
  /external/deqp/framework/randomshaders/
rsgShaderGenerator.cpp 2 * drawElements Quality Program Random Shader Generator
21 * \brief Shader generator.
92 void genVertexPassthrough (GeneratorState& state, Shader& shader)
94 // Create copies from shader inputs to outputs
116 // Update value range. This will be stored into shader input info.
120 createAssignment(shader.getMain().getBody(), entry->getVariable(), inVar);
124 void genFragmentPassthrough (GeneratorState& state, Shader& shader)
133 createAssignment(shader.getMain().getBody(), fragColorEntry->getVariable(), inColorVariable)
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