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  /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);
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  /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)
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  /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
  /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
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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)
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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))
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  /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) {
  /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);
  /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;
  /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
  /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
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  /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
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  /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);
  /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)
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  /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))
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  /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))
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  /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)
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  /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)
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  /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
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  /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
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  /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
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  /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
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  /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)
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  /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
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  /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)
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