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  /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
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  /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. *
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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 *
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  /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 */
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  /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)
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  /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);
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  /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
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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
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  /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
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  /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
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  /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)
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  /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
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  /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
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  /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)
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  /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.")
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  /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)
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  /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;
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  /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);
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  /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;
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  /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
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  /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
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  /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
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  /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)
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  /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.")
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  /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)
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