/external/swiftshader/src/OpenGL/libGL/ |
Program.h | 21 #include "Shader.h" 23 #include "Shader/PixelShader.hpp" 24 #include "Shader/VertexShader.hpp" 37 // Helper struct representing a single shader uniform 77 bool attachShader(Shader *shader); 78 bool detachShader(Shader *shader); 145 bool linkUniforms(Shader *shader); [all...] |
/frameworks/base/tests/CanvasCompare/src/com/android/test/hwuicompare/ |
ResourceModifiers.java | 32 import android.graphics.Shader; 72 mRepeatShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, 73 Shader.TileMode.REPEAT); 75 mTranslatedShader = new BitmapShader(mBitmap, Shader.TileMode.REPEAT, 76 Shader.TileMode.REPEAT); 82 mScaledShader = new BitmapShader(mBitmap, Shader.TileMode.MIRROR, 83 Shader.TileMode.MIRROR); 89 Color.RED, Color.GREEN, Shader.TileMode.CLAMP); 97 Color.BLUE, Color.RED, Shader.TileMode.CLAMP); 100 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR) [all...] |
/external/deqp/doc/testspecs/VK/ |
pipeline.spec_constant.txt | 23 + Compute shader work group size specialization 25 + All of the above should be exercised with all applicable shader stages in 39 The tests will run various shader stages with some specialization constants. 40 Constant values are read in the shader, written to a SSBO, and read back from 43 written by the shader matches the expected reference value (either the default 50 the shader are used correctly. Specialization with one or more specialization 54 correctly to the shader. The tests will use types and expressions similar to the
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/external/deqp/external/openglcts/modules/gl/ |
gl3cCommonBugsTests.hpp | 71 * - input variable defined in a fragment shader. 72 * - input variable, wrapped in an input block, defined in a fragment shader. 73 * - input variable defined in a geometry shader. 74 * - input variable, wrapped in an input block, defined in a geometry shader. 75 * - input variable defined in a tessellation control shader. 76 * - input variable, wrapped in an input block, defined in a tessellation control shader. 77 * - input patch variable. defined in a tessellation evaluation shader. 78 * - input variable defined in a tessellation evaluation shader. 79 * - input variable, wrapped in an input block, defined in a tessellation evaluation shader. 80 * - input variable defined in a vertex shader [all...] |
gl4cEnhancedLayoutsTests.hpp | 280 /** Represents shader instance. 283 class Shader 322 Shader(deqp::Context& context); 323 ~Shader(); 489 static FLAVOUR GetFlavour(Shader::STAGES stage, VARYING_DIRECTION direction); 578 ShaderInterface(Shader::STAGES stage); 598 Shader::STAGES m_stage; 617 void Add(Shader::STAGES stage, Variable* in, Variable* out); 619 VaryingConnection::Vector& Get(Shader::STAGES stage); 640 ShaderInterface& GetShaderInterface(Shader::STAGES stage) [all...] |
gl4cEnhancedLayoutsTests.cpp | 503 * - 1 otherwise or if it's a vertex shader input. 1305 bool checkProgramStage(Program& program, const ProgramInterface& program_interface, Utils::Shader::STAGES stage, 1387 if (false == checkProgramStage(program, program_interface, Shader::COMPUTE, false, false, true, true, stream)) 1409 if (false == checkProgramStage(program, program_interface, Shader::VERTEX, true, false, true, true, stream)) [all...] |
/external/mesa3d/src/compiler/nir/ |
nir_lower_clamp_color_outputs.c | 29 nir_shader *shader; member in struct:__anon29320 36 switch (state->shader->stage) { 75 nir_foreach_variable(var, &state->shader->outputs) { 121 void nir_lower_clamp_color_outputs(nir_shader *shader) 124 .shader = shader, 127 nir_foreach_function(function, shader) {
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/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_vs_llvm.c | 42 vs_llvm_prepare(struct draw_vertex_shader *shader, 45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/ 49 vs_llvm_run_linear( struct draw_vertex_shader *shader, 67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local 70 li = first_elem(&shader->variants); 71 while(!at_end(&shader->variants, li)) { 77 assert(shader->variants_cached == 0);
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/external/mesa3d/src/gallium/drivers/rbug/ |
rbug_objects.h | 61 void *shader; member in struct:rbug_shader 175 struct rbug_shader *shader; local 179 shader = rbug_shader(_state); 180 return shader->replaced_shader ? shader->replaced_shader : shader->shader;
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/external/mesa3d/src/gallium/drivers/swr/rasterizer/jitter/ |
jit_api.h | 78 /// @brief JIT compile shader. 81 /// @param output - Output containing information about JIT shader 87 /// @brief JIT destroy shader. 89 /// @param pShaderInfo - pointer to shader object. 95 /// @brief JIT compiles fetch shader 101 /// @brief JIT compiles streamout shader 107 /// @brief JIT compiles blend shader
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/external/skia/src/gpu/ccpr/ |
GrCCCoverageProcessor_GSImpl.cpp | 15 using Shader = GrCCCoverageProcessor::Shader; 22 GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {} 32 // The vertex shader simply forwards transposed x or y values to the geometry shader. 37 // Geometry shader. 44 // Fragment shader. 106 const std::unique_ptr<Shader> fShader [all...] |
/external/skqp/src/gpu/ccpr/ |
GrCCCoverageProcessor_GSImpl.cpp | 15 using Shader = GrCCCoverageProcessor::Shader; 22 GSImpl(std::unique_ptr<Shader> shader) : fShader(std::move(shader)) {} 32 // The vertex shader simply forwards transposed x or y values to the geometry shader. 37 // Geometry shader. 44 // Fragment shader. 97 const std::unique_ptr<Shader> fShader [all...] |
/frameworks/opt/chips/src/com/android/ex/chips/ |
CircularImageView.java | 11 import android.graphics.Shader; 97 // Draw bitmap through shader first. 98 BitmapShader shader = new BitmapShader(bitmap, Shader.TileMode.CLAMP, local 99 Shader.TileMode.CLAMP); 105 shader.setLocalMatrix(matrix); 106 bitmapPaint.setShader(shader);
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/external/webrtc/webrtc/modules/video_render/ios/ |
open_gles20.mm | 35 // The fragment shader. 92 // set the vertices array in the shader 100 // set the texture coordinate array in the shader 167 GLuint shader = glCreateShader(shader_type); 168 if (shader) { 169 glShaderSource(shader, 1, &shader_source, NULL); 170 glCompileShader(shader); 173 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 176 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len); 179 glGetShaderInfoLog(shader, info_len, NULL, buf) [all...] |
/external/deqp/modules/gles2/functional/ |
es2fRandomShaderTests.cpp | 21 * \brief Random shader tests. 72 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false)); 73 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true)); 103 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false)); 104 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true)); 132 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false)); 133 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true)); 160 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false)); 161 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true)); 197 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false)) [all...] |
/external/deqp/modules/gles3/functional/ |
es3fRandomShaderTests.cpp | 21 * \brief Random shader tests. 74 vertexGroup->addChild(createRandomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false)); 75 fragmentGroup->addChild(createRandomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true)); 105 vertexGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false)); 106 fragmentGroup->addChild(createRandomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true)); 134 vertexGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false)); 135 fragmentGroup->addChild(createRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true)); 162 vertexGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false)); 163 fragmentGroup->addChild(createRandomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true)); 199 vertexGroup->addChild(createRandomShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false)) [all...] |
/external/skia/src/shaders/gradients/ |
Sk4fGradientBase.cpp | 24 IntervalIterator(const SkGradientShaderBase& shader, SkColorSpace* dstCS, bool reverse) 25 : fShader(shader) 28 , fBegin(reverse ? shader.fColorCount - 1 : 0) 30 SkASSERT(shader.fColorCount > 0); 96 void addMirrorIntervals(const SkGradientShaderBase& shader, 101 const IntervalIterator iter(shader, dstCS, reverse); 138 void Sk4fGradientIntervalBuffer::init(const SkGradientShaderBase& shader, SkColorSpace* dstCS, 182 const auto count = shader.fColorCount; 198 const Sk4f clamp_color = pack_color(shader.getXformedColor(first_index, dstCS), 205 addMirrorIntervals(shader, dstCS, componentScale, premulColors, false, &fIntervals) [all...] |
/external/skqp/src/shaders/gradients/ |
Sk4fGradientBase.cpp | 24 IntervalIterator(const SkGradientShaderBase& shader, SkColorSpace* dstCS, bool reverse) 25 : fShader(shader) 28 , fBegin(reverse ? shader.fColorCount - 1 : 0) 30 SkASSERT(shader.fColorCount > 0); 96 void addMirrorIntervals(const SkGradientShaderBase& shader, 101 const IntervalIterator iter(shader, dstCS, reverse); 138 void Sk4fGradientIntervalBuffer::init(const SkGradientShaderBase& shader, SkColorSpace* dstCS, 182 const auto count = shader.fColorCount; 198 const Sk4f clamp_color = pack_color(shader.getXformedColor(first_index, dstCS), 205 addMirrorIntervals(shader, dstCS, componentScale, premulColors, false, &fIntervals) [all...] |
/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
esextcGeometryShaderInput.hpp | 33 * Make sure that all output variables of a vertex shader can be accessed 34 * under geometry shader's input array variables. 39 * Vertex shader should define: 46 * Geometry shader should take triangles on input, output triangles (3 60 * Vertex attribute arrays should be configured so that vertex shader passes 61 * meaningful values to the geometry shader. 63 * Use Transform Feedback to check if geometry shader was passed the right 86 /* Program and shader ids */ 116 * types accepted by a geometry shader. 121 * Consider a set of geometry shaders, where each geometry shader takes a [all...] |
/external/mesa3d/src/compiler/glsl/ |
linker.cpp | 31 * In the first stage shaders are partitioned into groups based on the shader 35 * - Undefined references in each shader are resolve to definitions in 36 * another shader. 42 * The result, in the terminology of the GLSL spec, is a set of shader 46 * on each of the shader executables. 48 * - Each shader executable must define a \c main function. 49 * - Each vertex shader executable must write to \c gl_Position. 50 * - Each fragment shader executable must write to either \c gl_FragData or 53 * In the final stage individual shader executables are linked to create a 56 * - Types of uniforms defined in multiple shader stages with the same nam 1612 struct gl_shader *shader = shader_list[i]; local 1688 struct gl_shader *shader = shader_list[i]; local 1752 struct gl_shader *shader = shader_list[i]; local 1846 struct gl_shader *shader = shader_list[i]; local 1941 struct gl_shader *shader = shader_list[i]; local 2052 struct gl_shader *shader = shader_list[sh]; local [all...] |
/external/mesa3d/src/gallium/drivers/freedreno/ir3/ |
ir3.c | 41 void * ir3_alloc(struct ir3 *shader, int sz) 43 return rzalloc_size(shader, sz); /* TODO: don't use rzalloc */ 49 struct ir3 *shader = rzalloc(compiler, struct ir3); local 51 shader->compiler = compiler; 52 shader->ninputs = nin; 53 shader->inputs = ir3_alloc(shader, sizeof(shader->inputs[0]) * nin); 55 shader->noutputs = nout; 56 shader->outputs = ir3_alloc(shader, sizeof(shader->outputs[0]) * nout) 621 struct ir3 *shader = block->shader; local 708 struct ir3 *shader = instr->block->shader; local [all...] |
/frameworks/base/graphics/java/android/graphics/drawable/ |
BitmapDrawable.java | 40 import android.graphics.Shader; 387 * @return {@link android.graphics.Shader.TileMode#CLAMP} if the bitmap does not repeat, 388 * {@link android.graphics.Shader.TileMode#REPEAT} or 389 * {@link android.graphics.Shader.TileMode#MIRROR} otherwise. 391 public Shader.TileMode getTileModeX() { 398 * @return {@link android.graphics.Shader.TileMode#CLAMP} if the bitmap does not repeat, 399 * {@link android.graphics.Shader.TileMode#REPEAT} or 400 * {@link android.graphics.Shader.TileMode#MIRROR} otherwise. 402 public Shader.TileMode getTileModeY() { 408 * does not repeat its bitmap. Using {@link android.graphics.Shader.TileMode#REPEAT} o 488 final Shader shader = mBitmapState.mPaint.getShader(); local 535 final Shader shader = paint.getShader(); local [all...] |
/external/mesa3d/src/gallium/drivers/radeonsi/ |
si_compute.c | 42 struct si_shader shader; member in struct:si_compute 74 (program->shader.binary.code + symbol_offset); 99 struct si_shader *shader = &program->shader; local 128 program->shader.selector = &sel; 129 program->shader.is_monolithic = true; 131 if (si_shader_create(sscreen, sctx->tm, &program->shader, 138 scratch_enabled = shader->config.scratch_bytes_per_wave > 0; 140 shader->config.rsrc1 = 141 S_00B848_VGPRS((shader->config.num_vgprs - 1) / 4) [all...] |
/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/ |
state.h | 197 /// @brief Input to vertex shader 206 simdscalari mask; // IN: Active mask for shader 212 /// of the hull shader to the input of the domain shader 247 /// @brief Input to hull shader 253 simdscalari mask; // IN: Active mask for shader 260 /// @brief Input to domain shader 270 simdscalari mask; // IN: Active mask for shader 276 /// @brief Input to geometry shader. 283 simdscalari mask; // IN: Active mask for shader [all...] |
/external/deqp/framework/opengl/ |
gluShaderProgram.cpp | 38 // Shader 40 Shader::Shader (const RenderContext& renderCtx, ShaderType shaderType) 50 Shader::Shader (const glw::Functions& gl, ShaderType shaderType) 60 Shader::~Shader (void) 65 void Shader::setSources (int numSourceStrings, const char* const* sourceStrings, const int* lengths) 78 void Shader::compile (void) 204 void Program::attachShader (deUint32 shader) [all...] |