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  /external/mesa3d/src/gallium/drivers/svga/
svga_tgsi.h 47 * fragment shader inputs in the case where vertex shader is disabled.
67 const struct svga_shader *shader,
72 const struct svga_shader *shader,
  /external/mesa3d/src/mesa/main/
shaderimage.h 40 * Get the matching mesa_format for a shader image format GL enum.
46 * Get the GL image format class for a shader image format GL enum
66 * Initialize a context's shader image units to the default state.
73 * and access from the shader is allowed. Otherwise loads from this unit
  /external/mesa3d/src/mesa/state_tracker/
st_nir_lower_builtin.c 67 nir_shader *shader; member in struct:__anon30624
102 nir_shader *shader = state->shader; local
131 nir_foreach_variable(var, &shader->uniforms) {
140 nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name);
240 st_nir_lower_builtin(nir_shader *shader)
243 state.shader = shader;
244 nir_foreach_function(function, shader) {
  /external/skia/src/gpu/glsl/
GrGLSLShaderBuilder.h 41 /** Version of above that appends the result to the shader code instead.*/
65 /** Version of above that appends the result to the shader code instead. */
73 /** Version of above that appends the result to the shader code instead.*/
77 * Adds a constant declaration to the top of the shader.
126 /** Emits a helper function outside of main() in the fragment shader. */
135 * Combines the various parts of the shader to create a single finalized shader string.
145 * Helper for begining and ending a block in the shader code.
180 * A general function which enables an extension in a shader if the feature bit is not present
  /external/skia/src/shaders/
SkColorShader.h 16 A Shader that represents a single color. In general, this effect can be
18 actual shader object is needed, this provides that feature.
33 ColorShaderContext(const SkColorShader& shader, const ContextRec&);
89 Color4Context(const SkColor4Shader& shader, const ContextRec&);
  /external/skia/tools/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /external/skqp/src/gpu/glsl/
GrGLSLShaderBuilder.h 41 /** Version of above that appends the result to the shader code instead.*/
65 /** Version of above that appends the result to the shader code instead. */
73 /** Version of above that appends the result to the shader code instead.*/
77 * Adds a constant declaration to the top of the shader.
126 /** Emits a helper function outside of main() in the fragment shader. */
135 * Combines the various parts of the shader to create a single finalized shader string.
145 * Helper for begining and ending a block in the shader code.
182 * A general function which enables an extension in a shader if the feature bit is not present
  /external/skqp/src/shaders/
SkColorShader.h 16 A Shader that represents a single color. In general, this effect can be
18 actual shader object is needed, this provides that feature.
33 ColorShaderContext(const SkColorShader& shader, const ContextRec&);
89 Color4Context(const SkColor4Shader& shader, const ContextRec&);
  /external/skqp/tools/gpu/gl/debug/
GrProgramObj.h 25 void AttachShader(GrShaderObj *shader);
  /external/swiftshader/src/OpenGL/libGL/
ResourceManager.cpp 23 #include "Shader.h"
90 // Returns an unused shader/program name
114 // Returns an unused program/shader name
174 void ResourceManager::deleteShader(GLuint shader)
176 ShaderMap::iterator shaderObject = mShaderMap.find(shader);
250 Shader *ResourceManager::getShader(unsigned int handle)
252 ShaderMap::iterator shader = mShaderMap.find(handle); local
254 if(shader == mShaderMap.end())
260 return shader->second;
  /external/vulkan-validation-layers/tests/
vktestframeworkandroid.cpp 69 for (auto shader : shader_map_table) {
70 if (shader.vkshader_type == vkShader) {
71 return shader.shaderc_type;
84 compiler.CompileGlslToSpv(pshader, strlen(pshader), MapShadercType(shader_type), "shader");
  /frameworks/base/libs/hwui/
Program.cpp 132 ATRACE_NAME("Build GL Shader");
134 GLuint shader = glCreateShader(type); local
135 glShaderSource(shader, 1, &source, nullptr);
136 glCompileShader(shader);
139 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
141 ALOGE("Error while compiling this shader:\n===\n%s\n===", source);
145 glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]);
146 LOG_ALWAYS_FATAL("Shader info log: %s", log);
150 return shader;
  /frameworks/rs/tests/java_api/RsNbody/src/com/example/android/rs/nbody_gl/
BasicGLRenderer.java 71 int shader = GLES20.glCreateShader(type); local
72 GLES20.glShaderSource(shader, shaderCode);
73 GLES20.glCompileShader(shader);
75 return shader;
  /prebuilts/ndk/r16/sources/third_party/vulkan/src/tests/
vktestframeworkandroid.cpp 68 for (auto shader : shader_map_table) {
69 if (shader.vkshader_type == vkShader) {
70 return shader.shaderc_type;
84 compiler.CompileGlslToSpv(pshader, strlen(pshader), MapShadercType(shader_type), "shader");
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vec4_gs_visitor.cpp 27 * Geometry-shader-specific code derived from the vec4_visitor class.
41 const nir_shader *shader,
46 &prog_data->base, shader, mem_ctx,
117 /* If a geometry shader tries to read from an input that wasn't written by
118 * the vertex shader, that produces undefined results, but it shouldn't
132 /* If the shader uses gl_PrimitiveIDIn, that goes in r1. */
155 * the shader.
194 /* During shader execution, we only ever call emit_control_data_bits()
461 * until the shader is over to output them all. Otherwise we need to
507 * effect of any call to EndPrimitive() that the shader may hav
603 nir_shader *shader = nir_shader_clone(mem_ctx, src_shader); local
    [all...]
  /external/deqp/framework/opengl/
gluShaderProgram.hpp 23 * \brief Shader and Program helpers.
44 * \brief Shader information (compile status, log, etc.).
48 ShaderType type; //!< Shader type.
49 std::string source; //!< Shader source.
70 * \brief Combined shader compilation and program linking info.
79 * \brief Shader object.
81 class Shader
84 Shader (const glw::Functions& gl, ShaderType shaderType);
85 Shader (const RenderContext& renderCtx, ShaderType shaderType);
86 ~Shader (void)
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  /external/mesa3d/src/compiler/glsl/
opt_dead_builtin_varyings.cpp 27 * This eliminates the built-in shader outputs which are either not written
46 * The same is done for the gl_FragData fragment shader output.
60 * This obtains detailed information about built-in varyings from shader code.
235 /* Process the shader. */
282 : shader(sha), info(info), new_fog(NULL)
284 void *const ctx = shader->ir;
301 prepare_array(shader->ir, this->new_texcoord,
309 prepare_array(shader->ir, this->new_fragdata,
350 visit_list_elements(this, shader->ir);
401 if (!shader->fragdata_arrays
504 struct gl_linked_shader *shader; member in class:__anon29236::replace_varyings_visitor
    [all...]
link_functions.cpp 68 * shader callee will point to an ir_function_signature in the original
69 * shader. In this case the function signature MUST NOT BE MODIFIED.
70 * Doing so will modify the original shader. This may prevent that
71 * shader from being linkable in other programs.
82 * final linked shader. If it does, use it as the target of the call.
110 /* Find the prototype information in the linked shader. Generate any
224 * variable in the shader's symbol table. If the variable is not
226 * shader.
231 * it to the linked shader.
240 * the maximal access to it in *any* shader. Because of this
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  /external/mesa3d/src/compiler/
shader_enums.h 34 * Shader stages.
37 * The GLSL linker assumes that if i<j, then the j-th shader is
38 * executed later than the i-th shader.
53 * Translate a gl_shader_stage to a short shader stage name for debug
59 * Translate a gl_shader_stage to a shader stage abbreviation (VS, GS, FS)
70 * attributes. In GL_ARB_vertex_program shader the aliasing is optional.
120 * the aliased GL_NV_vertex_program shader attributes.
125 * include the OpenGL 2.0+ GLSL generic shader attributes.
178 * Indexes for vertex shader outputs, geometry shader inputs/outputs, an
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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_state_fs.c 35 * - fragment shader
48 * the fragment shader needs typically to be done in floats, but the
106 /** Fragment shader number (for debugging) */
290 * Generate the fragment shader, depth/stencil test, and alpha tests.
294 struct lp_fragment_shader *shader,
310 const struct tgsi_token *tokens = shader->base.tokens;
327 boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
328 shader->info.base.num_inputs < 3 &&
329 shader->info.base.num_instructions < 8) && 0;
347 if (!shader->info.base.writes_z && !shader->info.base.writes_stencil)
2880 struct lp_fragment_shader *shader; local
3025 struct lp_fragment_shader *shader = fs; local
3331 struct lp_fragment_shader *shader = lp->fs; local
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  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 42 // A ShaderProgram is a Program object that holds a GLSL shader implementation.
43 // It provides functionality for compiling, linking, and executing the shader.
46 // By default a ShaderProgram provides its own vertex shader. However, a custom
47 // vertex shader may be passed and used instead.
48 // When implementing a vertex shader, the following attribute names have special
54 // The shader program will bind these attributes to the correct values, if they
55 // are present in the vertex shader source code.
57 // When implementing the fragment shader, the following variable names must be
64 // If more input textures are given than the shader can handle, this will result
70 // Create a new shader program with the given fragment shader source code
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  /external/mesa3d/src/gallium/drivers/vc4/
vc4_uniforms.c 190 struct vc4_compiled_shader *shader,
193 if (!shader->ubo_size)
196 struct vc4_bo *ubo = vc4_bo_alloc(vc4->screen, shader->ubo_size, "ubo");
198 for (uint32_t i = 0; i < shader->num_ubo_ranges; i++) {
199 memcpy(data + shader->ubo_ranges[i].dst_offset,
201 shader->ubo_ranges[i].src_offset),
202 shader->ubo_ranges[i].size);
209 vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader,
213 struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
216 struct vc4_bo *ubo = vc4_upload_ubo(vc4, shader, gallium_uniforms)
    [all...]
  /external/webrtc/webrtc/api/objc/
RTCOpenGLVideoRenderer.mm 48 // Vertex shader doesn't do anything except pass coordinates through.
59 // Fragment shader converts YUV values from input textures into a final RGB
82 // Compiles a shader of the given |type| with GLSL source |source| and returns
83 // the shader handle or 0 on error.
85 GLuint shader = glCreateShader(type);
86 if (!shader) {
89 glShaderSource(shader, 1, &source, NULL);
90 glCompileShader(shader);
92 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
94 glDeleteShader(shader);
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  /external/deqp/data/gles31/shaders/es32/
linkage_shader_storage_block.test 22 desc "Shader storage block mismatch: different number of declarations"
61 desc "Shader storage block mismatch: different number of declarations"
101 desc "Shader storage block mismatch: different number of declarations"
139 desc "Shader storage block mismatch: different number of declarations"
177 desc "Shader storage block mismatch: different number of declarations"
215 desc "Shader storage block mismatch: different number of declarations"
253 desc "Shader storage block mismatch: different number of declarations"
291 desc "Shader storage block mismatch: different number of declarations"
329 desc "Unnamed shader storage block variable and global variable with identical names"
362 desc "Two unnamed shader storage blocks with variables with identical names
    [all...]
  /external/mesa3d/docs/
shading.html 44 list of keywords to control some aspects of the GLSL compiler and shader
48 <li><b>dump</b> - print GLSL shader code to stdout at link time
51 the shader ID.
55 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
58 <li><b>nopfrag</b> - force fragment shader to be a simple shader that passes
73 <li><b>MESA_SHADER_DUMP_PATH</b> - path where shader sources are dumped
108 is implemented through shader concatenation and re-compiling. This
131 <li>Shader error detection and reporting of errors (InfoLog) is not
179 Here's an example of using the compiler to compile a vertex shader an
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