/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 | [all...] |
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 [all...] |
/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 [all...] |
/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 [all...] |
/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) [all...] |
/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) [all...] |
/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) [all...] |
/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 [all...] |
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 [all...] |
/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 [all...] |
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 [all...] |
/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 [all...] |
/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 [all...] |
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) [all...] |
/external/skia/tools/gpu/gl/debug/ |
GrProgramObj.cpp | 12 void GrProgramObj::AttachShader(GrShaderObj *shader) { 13 shader->ref(); 14 fShaders.push_back(shader);
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/external/skqp/tools/gpu/gl/debug/ |
GrProgramObj.cpp | 12 void GrProgramObj::AttachShader(GrShaderObj *shader) { 13 shader->ref(); 14 fShaders.push_back(shader);
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/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 [all...] |
/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 [all...] |
/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;
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/external/mesa3d/src/gallium/docs/source/cso/ |
shader.rst | 3 Shader
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/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() {
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/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) {
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/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 ); [all...] |
/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)
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/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) [all...] |