/external/deqp/framework/referencerenderer/ |
rrShaders.hpp | 23 * \brief Shader interfaces. 38 * \brief Vertex shader input information 52 * \brief Shader varying information 80 * \brief Fragment shader output information 94 * \brief Vertex shader interface 117 * \brief Fragment shader interface 119 * Fragment shader executes shading for list of fragment packets. See 140 * \brief Geometry shader input primitive type 154 * \brief Geometry shader output primitive type 166 * \brief Geometry shader interfac [all...] |
/external/mesa3d/src/gallium/drivers/radeonsi/ |
si_shader.h | 29 /* How linking shader inputs and outputs between vertex, tessellation, and 48 * For example, a shader only writing GENERIC0 has the output stride of 5. 63 * where per-vertex and per-patch data start, is passed to the shader via 236 /* For VS shader key fix_fetch. */ 254 /* State of the context creating the shader object. */ 267 /* A shader selector is a gallium CSO and contains shader variants and 279 /* The compiled TGSI shader expecting a prolog and/or epilog (not 322 /* Valid shader configurations: 333 /* Common VS bits between the shader key and the prolog key. * [all...] |
si_pipe.h | 53 /* Write dirty L2 lines back to memory (shader and CP DMA stores), but don't 99 /* Shader cache in memory. 102 * - The shader cache is per screen (= per process), never saved to 103 * disk, and skips redundant shader compilations from TGSI to bytecode. 104 * - It can only be used with one-variant-per-shader support, in which 114 /* Shader compiler queue for multithreaded compilation. */ 198 /* A shader state consists of the shader selector, which is a constant state 200 * the current shader variant selected for this context. 262 /* shader information * [all...] |
/external/mesa3d/src/gallium/auxiliary/rbug/ |
rbug_shader.c | 80 rbug_shader_t shader, 90 LEN(8); /* shader */ 102 WRITE(8, rbug_shader_t, shader); /* shader */ 121 rbug_shader_t shader, 132 LEN(8); /* shader */ 145 WRITE(8, rbug_shader_t, shader); /* shader */ 165 rbug_shader_t shader, 177 LEN(8); /* shader */ [all...] |
/prebuilts/misc/windows/sdl2/test/ |
testshader.c | 43 /* vertex shader */ 51 /* fragment shader */ 62 /* vertex shader */ 72 /* fragment shader */ 85 /* vertex shader */ 93 /* fragment shader */ 127 static SDL_bool CompileShader(GLhandleARB shader, const char *source) 131 glShaderSourceARB(shader, 1, &source, NULL); 132 glCompileShaderARB(shader); 133 glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status) [all...] |
/cts/tests/tests/graphics/src/android/graphics/cts/ |
SweepGradientTest.java | 28 import android.graphics.Shader; 65 Shader shader = new SweepGradient(CENTER, CENTER, colors[0], colors[1]); local 66 mPaint.setShader(shader); 75 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local 76 mPaint.setShader(shader); 87 Shader shader = new SweepGradient(CENTER, CENTER, colors, positions); local 88 mPaint.setShader(shader); [all...] |
/device/generic/goldfish-opengl/shared/OpenglCodecCommon/ |
GLSharedGroup.h | 107 bool attachShader(GLuint shader); 108 bool detachShader(GLuint shader); 169 void attachShader(GLuint program, GLuint shader); 170 void detachShader(GLuint program, GLuint shader); 181 bool isShader(GLuint shader); 182 bool addShaderData(GLuint shader); 183 // caller must hold a reference to the shader as long as it holds the pointer 184 ShaderData* getShaderData(GLuint shader); 185 void unrefShaderData(GLuint shader); 187 // For separable shader programs [all...] |
GLSharedGroup.cpp | 199 bool ProgramData::attachShader(GLuint shader) 203 if (m_shaders[i] == shader) { 209 m_shaders.insertAt(shader, m_shaders.size(), 1); 213 bool ProgramData::detachShader(GLuint shader) 217 if (m_shaders[i] == shader) { 387 // No such thing for separable shader programs. 388 void GLSharedGroup::attachShader(GLuint program, GLuint shader) 392 ssize_t idx = m_shaders.indexOfKey(shader); 394 if (programData->attachShader(shader)) { 400 void GLSharedGroup::detachShader(GLuint program, GLuint shader) 425 ShaderData* shader = m_shaders.valueFor(shaderId); local [all...] |
/external/deqp/doc/testspecs/GLES31/ |
functional.shaders.atomic_counter.txt | 19 Shader atomic counter tests 28 - With different number of calls per shader 39 + Use in other than compute shader 40 - Specification requires zero binding points in other shader types 42 + Multiple shader innovocations 48 the shader. Atomic counter values are verified by comparing against the 51 by the shader. SSBO value verification depends on the set of functions used in 52 the shader. Values returned by call to atomicCounterDecrement() are 87 // Value of counter after executing shader 112 Test set includes negative shader compilation cases as well. In such cases th [all...] |
/external/deqp/framework/randomshaders/ |
rsgShader.cpp | 2 * drawElements Quality Program Random Shader Generator 21 * \brief Shader Class. 67 Shader::Shader (Type type) 73 Shader::~Shader (void) 81 void Shader::getOutputs (vector<const Variable*>& outputs) const 93 void Shader::tokenize (GeneratorState& state, TokenStream& str) const 96 if (state.getShader().getType() == Shader::TYPE_FRAGMENT) 115 void Shader::execute (ExecutionContext& execCtx) cons [all...] |
/external/mesa3d/src/compiler/nir/ |
nir_lower_io_types.c | 33 nir_shader *shader; member in struct:lower_io_types_state 64 nir_variable *nvar = nir_variable_create(state->shader, var->data.mode, 134 bool vs_in = (state->shader->stage == MESA_SHADER_VERTEX) && 164 nir_lower_io_types(nir_shader *shader) 168 state.shader = shader; 172 nir_foreach_function(function, shader) { 177 /* move new in/out vars to shader's lists: */ 178 exec_list_append(&shader->inputs, &state.new_ins); 179 exec_list_append(&shader->outputs, &state.new_outs) [all...] |
/external/mesa3d/src/gallium/drivers/softpipe/ |
sp_fs_exec.c | 29 * Execute fragment shader using the TGSI interpreter. 70 * Bind tokens/shader to the interpreter's machine state. 82 * This should really be part of the compiled shader. 201 struct sp_exec_fragment_shader *shader; local 203 shader = CALLOC_STRUCT(sp_exec_fragment_shader); 204 if (!shader) 207 shader->base.prepare = exec_prepare; 208 shader->base.run = exec_run; 209 shader->base.delete = exec_delete; 211 return &shader->base [all...] |
/external/mesa3d/src/intel/vulkan/ |
anv_nir_apply_dynamic_offsets.c | 74 nir_intrinsic_instr_create(b->shader, nir_intrinsic_load_uniform); 96 nir_if *if_stmt = nir_if_create(b->shader); 105 nir_phi_instr *phi = nir_phi_instr_create(b->shader); 138 nir_shader *shader, 142 if (!layout || !layout->stage[shader->stage].has_dynamic_offsets) 147 nir_foreach_function(function, shader) { 156 add_bounds_checks, shader->num_uniforms); 165 prog_data->param[i * 2 + shader->num_uniforms / 4] = 167 prog_data->param[i * 2 + 1 + shader->num_uniforms / 4] = 171 shader->num_uniforms += MAX_DYNAMIC_BUFFERS * 8 [all...] |
/external/swiftshader/src/Shader/ |
PixelProgram.hpp | 26 PixelProgram(const PixelProcessor::State &state, const PixelShader *shader) : 27 PixelRoutine(state, shader), r(shader->dynamicallyIndexedTemporaries), 37 if(shader->containsBreakInstruction()) 42 if(shader->containsContinueInstruction()) 64 // Shader variables 91 Int4 enableMask(const Shader::Instruction *instruction); 97 Int relativeAddress(const Shader::Parameter &var, int bufferIndex = -1); 102 typedef Shader::Control Control; 121 void DISCARD(Int cMask[4], const Shader::Instruction *instruction) [all...] |
/external/webrtc/talk/app/webrtc/java/android/org/webrtc/ |
GlShader.java | 36 // Helper class for handling OpenGL shaders and shader programs. 44 int shader = GLES20.glCreateShader(shaderType); local 45 GLES20.glShaderSource(shader, source); 46 GLES20.glCompileShader(shader); 47 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0); 49 Logging.e(TAG, "Could not compile shader " + shaderType + ":" + 50 GLES20.glGetShaderInfoLog(shader)); 51 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader)); 54 return shader; 128 Logging.d(TAG, "Deleting shader.") [all...] |
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
ShadersActivity.java | 29 import android.graphics.Shader; 68 mRepeatShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT, 69 Shader.TileMode.REPEAT); 71 mTranslatedShader = new BitmapShader(mTexture, Shader.TileMode.REPEAT, 72 Shader.TileMode.REPEAT); 78 mScaledShader = new BitmapShader(mTexture, Shader.TileMode.MIRROR, 79 Shader.TileMode.MIRROR); 85 Color.RED, Color.GREEN, Shader.TileMode.CLAMP); 93 Color.BLUE, Color.MAGENTA, Shader.TileMode.CLAMP); 96 Color.YELLOW, Color.MAGENTA, Shader.TileMode.MIRROR) [all...] |
/frameworks/native/opengl/tests/gl2_java/src/com/android/gl2java/ |
GL2JavaView.java | 96 int shader = GLES20.glCreateShader(shaderType); local 97 if (shader != 0) { 98 GLES20.glShaderSource(shader, source); 99 GLES20.glCompileShader(shader); 101 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 103 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 104 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 105 GLES20.glDeleteShader(shader); 106 shader = 0; 109 return shader; [all...] |
/hardware/libhardware/tests/hwc/ |
util.c | 49 GLuint shader; local 51 if (!(shader = glCreateShader(shaderType))) 54 glShaderSource(shader, 1, &src, NULL); 55 glCompileShader(shader); 56 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 59 return shader; 61 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); 65 glGetShaderInfoLog(shader, len, NULL, msg); 67 fprintf(stderr, "error compiling shader:\n%s\n", msg); 71 glDeleteShader(shader); [all...] |
/packages/experimental/CameraPreviewTest/src/com/example/android/videochatcameratest/ |
SurfaceTextureView.java | 35 int shader = GLES20.glCreateShader(shaderType); local 36 if (shader != 0) { 37 GLES20.glShaderSource(shader, source); 38 GLES20.glCompileShader(shader); 40 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 42 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 43 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 44 GLES20.glDeleteShader(shader); 45 shader = 0; 48 return shader; [all...] |
/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
esextcGeometryShaderPrimitiveCounter.hpp | 63 * 1. Make sure that a built-in geometry shader's input variable 71 * active geometry shader's output primitive type, to form a single 75 * as read in the geometry shader: 77 * - The shader should emit: 182 * from a fragment shader, assuming geometry shader writes to it in 188 * Vertex shader should output an int variable called vs_vertex_id, to which 191 * Geometry shader should take points and output a triangle strip. It will 192 * emit up to 4 vertices. The geometry shader should define an input int 198 * The shader should emit the following vertices [all...] |
/external/skia/site/user/api/ |
skpaint_overview.md | 52 specified in the call to `MakeLinear()`. The shader object that is 54 shader, is assigned to a paint, its reference-count is increased by 56 `unref()` on the shader once it has assigned it to the paint. Now the 57 paint is the only "owner" of that shader, and it will automatically 58 call `unref()` on the shader when either the paint goes out of scope, or 59 if another shader (or null) is assigned to it. 105 * Bitmap Shader 109 * Radial Gradient Shader 113 * Two-Point Conical Gradient Shader 118 * Sweep Gradient Shader [all...] |
/external/skqp/site/user/api/ |
skpaint_overview.md | 52 specified in the call to `MakeLinear()`. The shader object that is 54 shader, is assigned to a paint, its reference-count is increased by 56 `unref()` on the shader once it has assigned it to the paint. Now the 57 paint is the only "owner" of that shader, and it will automatically 58 call `unref()` on the shader when either the paint goes out of scope, or 59 if another shader (or null) is assigned to it. 105 * Bitmap Shader 109 * Radial Gradient Shader 113 * Two-Point Conical Gradient Shader 118 * Sweep Gradient Shader [all...] |
/frameworks/av/cmds/screenrecord/ |
Program.cpp | 38 // Simple vertex shader. Texture coord calc includes matrix for GLConsumer 51 // Trivial fragment shader for external texture. 61 // Trivial fragment shader for mundane texture. 139 GLuint shader = glCreateShader(shaderType); local 140 if (shader == 0) { 145 glShaderSource(shader, 1, &src, NULL); 146 glCompileShader(shader); 149 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 151 ALOGE("Compile of shader type %d failed", shaderType); 153 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen) [all...] |
/external/deqp/modules/gles2/functional/ |
es2fNegativeShaderApiTests.cpp | 21 * \brief Negative Shader API tests. 63 : TestCaseGroup(context, "shader", "Negative Shader API Cases") 85 m_log << TestLog::Message << "// Shader compiler not supported, always expect GL_INVALID_OPERATION" << TestLog::EndMessage; 87 m_log << TestLog::Message << "// Shader compiler supported" << TestLog::EndMessage; 89 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."); 95 GLuint shader = glCreateShader(GL_VERTEX_SHADER); 96 glShaderSource(shader, -1, 0, 0); 100 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader object.") [all...] |
/external/mesa3d/src/amd/vulkan/ |
radv_meta_buffer.c | 13 b.shader->info->name = ralloc_strdup(b.shader, "meta_buffer_fill"); 14 b.shader->info->cs.local_size[0] = 64; 15 b.shader->info->cs.local_size[1] = 1; 16 b.shader->info->cs.local_size[2] = 1; 21 b.shader->info->cs.local_size[0], 22 b.shader->info->cs.local_size[1], 23 b.shader->info->cs.local_size[2], 0); 30 nir_intrinsic_instr *dst_buf = nir_intrinsic_instr_create(b.shader, 38 nir_intrinsic_instr *load = nir_intrinsic_instr_create(b.shader, nir_intrinsic_load_push_constant) [all...] |