/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,
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/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
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/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) {
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/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
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/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&);
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/external/skia/tools/gpu/gl/debug/ |
GrProgramObj.h | 25 void AttachShader(GrShaderObj *shader);
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/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
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/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&);
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/external/skqp/tools/gpu/gl/debug/ |
GrProgramObj.h | 25 void AttachShader(GrShaderObj *shader);
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/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;
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/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");
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/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;
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/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;
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/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");
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/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) [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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); [all...] |
/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 [all...] |