/external/deqp/doc/testspecs/GLES2/ |
functional.vertex_arrays.multiple_attributes.txt | 41 user pointer while rendering. Rendering uses simple shader that takes first 50 shader. 53 float data is used as vec2 in shader. 56 data is used as vec2 in shader. Strides test uses npot stride, pot stride and types 60 are used as vec2 in shader.
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/external/deqp/doc/testspecs/GLES3/ |
functional.shaders.matrix.txt | 32 - Constant, uniform and shader in inputs 46 Matrix arithmetic tests operate like other shader rendering tests. 47 Input matrices and vectors are read from uniforms, shader inputs 48 or constructed as constant values. Operation is performed in shader 54 pre-computed reference value in fragment shader. Fragment color
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functional.vertex_arrays.multiple_attributes.txt | 41 user pointer while rendering. Rendering uses simple shader that takes first 50 shader. 53 float data is used as vec2 in shader. 56 data is used as vec2 in shader. Strides test uses npot stride, pot stride and types 60 are used as vec2 in shader.
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/external/deqp/doc/testspecs/GLES31/ |
functional.android_extension_pack.txt | 27 + Shader extension macro test 28 + Shader compilation tests using android extension pack extension 30 + Shader compilation tests using extended implementation limits 45 that shader preprocessor macros defined by android_extension_pack 49 that shader extension directive of an extension required by
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functional.fbo.no_attachments.txt | 34 - Atomic counter use (none guaranteed in fragment shader) 35 - Image read/write (no image units guaranteed in fragment shader) 44 ways of outputting data from a fragment shader without a color/depth/stencil 46 buffers, shader storage blocks and image uniforms) are zero. 50 is verified by running a shader that discard all fragments that are not within
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functional.shaders.sample_variables.txt | 44 Values are verified with verifier fragment shader. 46 sample_id.* cases verify gl_SampleID values. A quad is drawn with a shader 50 that in each grid cell only the fragment shader invocations with a certain 53 thus only guarantees that for each pixel there exist a fragment shader 55 shader invocation is unique. 59 with a verifier fragment shader. Fragment shader compares gl_SamplePosition 65 within a pixel. The tests render a quad with a fragment shader that encodes the 79 shader is executed once per pixel, and *_per_sample when shader is executed pe [all...] |
/external/deqp/external/openglcts/docs/specs/ |
CTS_ARB_sparse_texture_clamp.txt | 42 Shader Extension Test 44 * Create shader that require ARB_sparse_texture_clamp extension 46 Check if shader compiles with no error. 71 in the shader would be in committed regions, (0, 0, 0, 1) otherwise. 95 and draw a full screen quad. In the shader sample the texture with the value lodClamp as <lodClamp> argument.
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/external/deqp/external/vulkancts/modules/vulkan/tessellation/ |
vktTessellationGeometryPointSizeTests.cpp | 59 FLAG_VERTEX_SET = 1u << 0, // !< set gl_PointSize in vertex shader 60 FLAG_TESSELLATION_EVALUATION_SET = 1u << 1, // !< set gl_PointSize in tessellation evaluation shader 61 FLAG_TESSELLATION_ADD = 1u << 2, // !< read and add to gl_PointSize in tessellation shader pair 62 FLAG_GEOMETRY_SET = 1u << 3, // !< set gl_PointSize in geometry shader 63 FLAG_GEOMETRY_ADD = 1u << 4, // !< read and add to gl_PointSize in geometry shader 165 // Vertex shader 182 // Fragment shader 198 // Tessellation control shader 224 // Tessellation evaluation shader 257 // Geometry shader [all...] |
/external/deqp/framework/randomshaders/ |
rsgShader.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Shader Class. 80 class Shader 91 Shader (Type type); 92 ~Shader (void);
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rsgVariable.cpp | 2 * drawElements Quality Program Random Shader Generator 72 if (state.getShader().getType() == Shader::TYPE_FRAGMENT) 81 case Shader::TYPE_VERTEX: str << Token::ATTRIBUTE; break; 82 case Shader::TYPE_FRAGMENT: str << Token::VARYING << Token::MEDIUM_PRECISION; break; 102 if (state.getShader().getType() == Shader::TYPE_VERTEX)
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/external/mesa3d/src/compiler/glsl/glcpp/ |
glcpp.c | 138 const char *shader; local 168 shader = load_text_file (ctx, filename); 169 if (shader == NULL) 174 ret = glcpp_preprocess(ctx, &shader, &info_log, NULL, NULL, &gl_ctx); 176 printf("%s", shader);
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/external/mesa3d/src/compiler/nir/ |
nir_repair_ssa.c | 134 /** This pass can be used to repair SSA form in a shader. 137 * changes to a shader which, while still correct, break some of NIR's SSA 139 * get the shader back into SSA that the validator will like. 142 nir_repair_ssa(nir_shader *shader) 146 nir_foreach_function(function, shader) {
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/external/mesa3d/src/compiler/nir/tests/ |
control_flow_tests.cpp | 43 ralloc_free(b.shader); 52 nir_loop *loop = nir_loop_create(b.shader); 57 nir_jump_instr *jump = nir_jump_instr_create(b.shader, nir_jump_break); 104 nir_print_shader(b.shader, stderr); 109 nir_print_shader(b.shader, stderr);
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/external/mesa3d/src/gallium/drivers/svga/ |
svga_pipe_fs.c | 73 svga_bind_fs_state(struct pipe_context *pipe, void *shader) 75 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader; 84 svga_delete_fs_state(struct pipe_context *pipe, void *shader) 87 struct svga_fragment_shader *fs = (struct svga_fragment_shader *) shader; 100 /* Check if deleting currently bound shader */
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/external/robolectric/v1/src/test/java/com/xtremelabs/robolectric/shadows/ |
BitmapDrawableTest.java | 7 import android.graphics.Shader; 99 drawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.MIRROR); 100 assertEquals(Shader.TileMode.REPEAT, drawable.getTileModeX()); 101 assertEquals(Shader.TileMode.MIRROR, drawable.getTileModeY());
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/external/robolectric-shadows/robolectric/src/test/java/org/robolectric/shadows/ |
ShadowBitmapDrawableTest.java | 12 import android.graphics.Shader; 89 drawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.MIRROR); 90 assertThat(drawable.getTileModeX()).isEqualTo(Shader.TileMode.REPEAT); 91 assertThat(drawable.getTileModeY()).isEqualTo(Shader.TileMode.MIRROR);
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/external/skia/src/shaders/gradients/ |
SkTwoPointConicalGradient_gpu.cpp | 20 // Please see https://skia.org/dev/design/conical for how our shader works. 33 // Construct from the shader, and set the matrix accordingly 34 Data(const SkTwoPointConicalGradient& shader, SkMatrix& matrix); 203 auto shader = params.fUseColors4f ? variable 211 std::unique_ptr<GrFragmentProcessor> fp = as_SB(shader)->asFragmentProcessor(asFPArgs.args()); 282 // Please see https://skia.org/dev/design/conical for how our shader works. 384 const SkTwoPointConicalGradient& shader = local 388 if (!shader.getLocalMatrix().invert(&matrix)) { 403 TwoPointConicalEffect::Data data(shader, matrix); 407 TwoPointConicalEffect::Data::Data(const SkTwoPointConicalGradient& shader, SkMatrix& matrix) [all...] |
/external/skqp/src/shaders/gradients/ |
SkTwoPointConicalGradient_gpu.cpp | 20 // Please see https://skia.org/dev/design/conical for how our shader works. 33 // Construct from the shader, and set the matrix accordingly 34 Data(const SkTwoPointConicalGradient& shader, SkMatrix& matrix); 203 auto shader = params.fUseColors4f ? variable 211 std::unique_ptr<GrFragmentProcessor> fp = as_SB(shader)->asFragmentProcessor(asFPArgs.args()); 282 // Please see https://skia.org/dev/design/conical for how our shader works. 384 const SkTwoPointConicalGradient& shader = local 388 if (!shader.getLocalMatrix().invert(&matrix)) { 403 TwoPointConicalEffect::Data data(shader, matrix); 407 TwoPointConicalEffect::Data::Data(const SkTwoPointConicalGradient& shader, SkMatrix& matrix) [all...] |
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
Alpha8BitmapActivity.java | 29 import android.graphics.Shader; 56 BitmapShader shader = new BitmapShader(texture, local 57 Shader.TileMode.REPEAT, Shader.TileMode.REPEAT); 71 mBitmapPaint.setShader(shader);
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/frameworks/layoutlib/bridge/src/android/graphics/ |
Shader_Delegate.java | 22 import android.graphics.Shader.TileMode; 27 * Delegate implementing the native methods of android.graphics.Shader 29 * Through the layoutlib_create tool, the original native methods of Shader have been replaced 34 * it and the original Shader class. 36 * This also serve as a base class for all Shader delegate classes.
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
EglConfigGLSurfaceView.java | 192 int shader = GLES20.glCreateShader(shaderType); local 193 if (shader != 0) { 194 GLES20.glShaderSource(shader, source); 195 GLES20.glCompileShader(shader); 197 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 199 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 200 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 201 GLES20.glDeleteShader(shader); 202 shader = 0; 205 return shader; [all...] |
OpenGlEsVersionCtsActivity.java | 209 int shader = GLES31.glCreateShader(shaderType); local 210 if (shader == 0) { 214 GLES31.glShaderSource(shader, source); 215 GLES31.glCompileShader(shader); 217 GLES31.glGetShaderiv(shader, GLES31.GL_COMPILE_STATUS, compiled, 0); 219 Log.e(TAG, "Unable to compile shader " + shaderType + ":"); 220 Log.e(TAG, GLES31.glGetShaderInfoLog(shader)); 221 GLES31.glDeleteShader(shader); 224 GLES31.glAttachShader(program, shader); 225 GLES31.glDeleteShader(shader); [all...] |
/development/samples/ApiDemos/src/com/example/android/apis/graphics/ |
GLES20TriangleRenderer.java | 158 int shader = GLES20.glCreateShader(shaderType); local 159 if (shader != 0) { 160 GLES20.glShaderSource(shader, source); 161 GLES20.glCompileShader(shader); 163 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 165 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 166 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 167 GLES20.glDeleteShader(shader); 168 shader = 0; 171 return shader; [all...] |
/development/samples/BasicGLSurfaceView/src/com/example/android/basicglsurfaceview/ |
GLES20TriangleRenderer.java | 156 int shader = GLES20.glCreateShader(shaderType); local 157 if (shader != 0) { 158 GLES20.glShaderSource(shader, source); 159 GLES20.glCompileShader(shader); 161 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 163 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 164 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 165 GLES20.glDeleteShader(shader); 166 shader = 0; 169 return shader; [all...] |
/external/deqp/external/openglcts/modules/common/ |
glcTestSubcase.cpp | 157 WriteField(log, "OpenGL vertex shader", vsh); 161 WriteField(log, "OpenGL vertex shader 2", vsh2); 165 WriteField(log, "OpenGL tessellation control shader", tcsh); 169 WriteField(log, "OpenGL tessellation control shader 2", tcsh2); 173 WriteField(log, "OpenGL tessellation evaluation shader", tesh); 177 WriteField(log, "OpenGL tessellation evaluation shader 2", tesh2); 181 WriteField(log, "OpenGL geometry shader", gsh); 185 WriteField(log, "OpenGL geometry shader 2", gsh2); 189 WriteField(log, "OpenGL fragment shader", fsh); 193 WriteField(log, "OpenGL fragment shader 2", fsh2) [all...] |