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  /external/deqp/doc/testspecs/GLES31/
functional.tessellation_geometry_interaction.txt 19 Geometry and tessellation shader interaction tests
26 + Basic render tests using a shader program with tessellation and
41 render.passthrough cases tests basic rendering with a shader program with
43 passthrough geometry or tessellation shader does not change the result image. In
45 shader and then with a passthrough geometry shader. In
47 tessellation stage and then with a passthrough tessellation shader attached.
49 render.limits.* cases test rendering with a five stage shader program with a
50 shader that uses the maximum number of geometry output vertices, uses maximum
51 number geometry shader instances, or sets the maximum tessellation level
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  /external/deqp/external/openglcts/modules/glesext/texture_buffer/
esextcTextureBufferPrecision.hpp 47 * Write a compute shader that defines
56 * In the compute shader execute:
60 * Try to compile the shader. The shader should fail to compile.
66 * This time the shader should compile without error.
73 * This time the shader should also compile without error.
80 * Write a fragment shader that defines:
86 * In the fragment shader execute:
90 * Try to compile the shader. The shader should fail to compile
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  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state_sampler.c 48 * Bind a range [start, start+num-1] of samplers for a shader stage.
52 enum pipe_shader_type shader,
60 assert(shader < PIPE_SHADER_TYPES);
61 assert(start + num <= ARRAY_SIZE(softpipe->samplers[shader]));
67 softpipe->samplers[shader][start + i] = samplers[i];
72 unsigned j = MAX2(softpipe->num_samplers[shader], start + num);
73 while (j > 0 && softpipe->samplers[shader][j - 1] == NULL)
75 softpipe->num_samplers[shader] = j;
78 if (shader == PIPE_SHADER_VERTEX || shader == PIPE_SHADER_GEOMETRY)
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  /development/samples/HelloEffects/src/com/example/android/mediafx/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 shader = 0;
34 throw new RuntimeException("Could not compile shader " +
38 return shader;
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  /external/mesa3d/src/gallium/drivers/svga/
svga_pipe_constants.c 48 uint shader, uint index,
66 assert(shader < PIPE_SHADER_TYPES);
67 assert(index < ARRAY_SIZE(svga->curr.constbufs[shader]));
71 pipe_resource_reference(&svga->curr.constbufs[shader][index].buffer, buf);
76 svga->curr.constbufs[shader][index].buffer_size =
79 svga->curr.constbufs[shader][index].buffer_offset = cb ? cb->buffer_offset : 0;
80 svga->curr.constbufs[shader][index].user_buffer = NULL; /* not used */
82 if (shader == PIPE_SHADER_FRAGMENT)
84 else if (shader == PIPE_SHADER_VERTEX)
90 svga->state.dirty_constbufs[shader] |= (1 << index)
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svga_state_sampler.c 69 enum pipe_shader_type shader)
78 for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
80 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
93 * and bound as a shader resource for the given type of shader.
97 enum pipe_shader_type shader)
106 shader)) {
113 svga_check_sampler_view_resource_collision(svga, surf->handle, shader)) {
231 enum pipe_shader_type shader; local
236 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++)
342 enum pipe_shader_type shader; local
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svga_state_tgsi_transform.c 53 * emulate_point_sprite searches the shader variants list to see it there is
54 * a shader variant with a token string that matches the emulation
57 * point sprite. A new geometry shader state will be created with the
58 * transformed token string and added to the shader variants list of the
59 * original geometry shader. The new geometry shader state will then be
60 * bound as the current geometry shader.
64 struct svga_shader *shader,
70 struct svga_geometry_shader *orig_gs = (struct svga_geometry_shader *)shader;
93 /* Check if the original geometry shader has stream output an
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  /frameworks/native/opengl/tools/glgen/stubs/gles11/
glGetShaderSource.cpp 1 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
4 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jintArray length_ref, jint lengthOffset, jbyteArray source_ref, jint sourceOffset) {
46 (GLuint)shader,
66 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
69 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jobject length_buf, jbyte source) {
81 (GLuint)shader,
91 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */
92 static jstring android_glGetShaderSource(JNIEnv *_env, jobject, jint shader) {
94 glGetShaderiv((GLuint)shader, GL_SHADER_SOURCE_LENGTH, &shaderLen);
103 glGetShaderSource(shader, shaderLen, NULL, buf)
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  /external/mesa3d/src/compiler/
shader_info.h 35 /** The shader stage, such as MESA_SHADER_VERTEX. */
43 /* Number of textures used by this shader */
45 /* Number of uniform buffers used by this shader */
47 /* Number of atomic buffers used by this shader */
49 /* Number of shader storage buffers used by this shader */
51 /* Number of images used by this shader */
70 /* Whether or not this shader ever uses textureGather() */
79 /* Whether or not separate shader objects were used */
82 /** Was this shader linked with any transform feedback varyings? *
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  /external/swiftshader/src/SwiftShader/
SwiftShader.vcxproj.filters 8 <Filter Include="Source Files\Shader">
24 <Filter Include="Header Files\Shader">
38 <ClCompile Include="..\Shader\Constants.cpp">
39 <Filter>Source Files\Shader</Filter>
41 <ClCompile Include="..\Shader\PixelRoutine.cpp">
42 <Filter>Source Files\Shader</Filter>
44 <ClCompile Include="..\Shader\PixelShader.cpp">
45 <Filter>Source Files\Shader</Filter>
47 <ClCompile Include="..\Shader\SamplerCore.cpp">
48 <Filter>Source Files\Shader</Filter>
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  /cts/hostsidetests/sustainedperf/shadertoy_android/jni/
utils.cpp 25 bool CompileShader(GLuint shader, const std::string& shader_string) {
29 glShaderSource(shader, 1, shader_str, NULL);
30 glCompileShader(shader);
34 glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
37 glGetShaderInfoLog(shader, 512, NULL, infoLog);
38 LOGI("Shader Failed to compile: %s -- %s\n", *shader_str, infoLog);
55 LOGE("Shader failed to link: %s\n", infoLog);
  /external/webrtc/talk/app/webrtc/java/android/org/webrtc/
GlRectDrawer.java 50 // Simple vertex shader, used for both YUV and OES.
121 private static class Shader {
125 public Shader(String fragmentShader) {
132 private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>();
190 final Shader shader; local
192 shader = shaders.get(fragmentShader);
195 shader = new Shader(fragmentShader)
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  /external/skia/include/core/
SkShader.h 33 * has no shader, then the paint's color is used. If the paint has a
34 * shader, then the shader's color(s) are use instead, but they are
35 * modulated by the paint's alpha. This makes it easy to create a shader
37 * w/o having to modify the original shader... only the paint's alpha needs
43 /** replicate the edge color if the shader draws outside of its
48 /** repeat the shader's image horizontally and vertically */
51 /** repeat the shader's image horizontally and vertically, alternating
72 * FIXME: This can be incorrect for a Shader with its own local matrix
78 * Returns true if the shader is guaranteed to produce only opaqu
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  /external/skqp/include/core/
SkShader.h 33 * has no shader, then the paint's color is used. If the paint has a
34 * shader, then the shader's color(s) are use instead, but they are
35 * modulated by the paint's alpha. This makes it easy to create a shader
37 * w/o having to modify the original shader... only the paint's alpha needs
43 /** replicate the edge color if the shader draws outside of its
48 /** repeat the shader's image horizontally and vertically */
51 /** repeat the shader's image horizontally and vertically, alternating
69 * FIXME: This can be incorrect for a Shader with its own local matrix
75 * Returns true if the shader is guaranteed to produce only opaqu
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  /external/deqp/external/openglcts/docs/specs/
CTS_ARB_fragment_shader_interlock.txt 36 functionality for pairs of shader invocations with "overlapping"
38 the fragment shader will be executed for only one fragment at a time.
45 Shader Extension Test
47 * Create shader that require GL_ARB_fragment_shader_interlock extension
49 Check if shader compiles with no error.
51 Shader Execution Ordering Test
55 * Create fragment shader for ordered layout qualifiers added by this
56 extension. Shader should read pixel value from the texture at current
65 * Iterate through the fragment shaders, clear texture and for each shader
75 because for those qualifiers fragment shader invocations are generall
    [all...]
  /external/mesa3d/src/compiler/nir/
nir_lower_bitmap.c 34 * The fragment shader samples a bit (texel) from the texture, then
56 get_texcoord(nir_shader *shader)
61 nir_foreach_variable(var, &shader->inputs) {
70 texcoord = nir_variable_create(shader,
81 lower_bitmap(nir_shader *shader, nir_builder *b,
89 texcoord = nir_load_var(b, get_texcoord(shader));
91 tex = nir_tex_instr_create(shader, 1);
108 discard = nir_intrinsic_instr_create(shader, nir_intrinsic_discard_if);
112 shader->info->fs.uses_discard = true;
124 lower_bitmap(impl->function->shader, &b, options)
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_gs.h 44 * Structure holding the inputs to the geometry shader. It uses SOA layout.
46 * - maximum number of vertices for a geometry shader input primitive
58 * Private version of the compiled geometry shader
107 void (*fetch_inputs)(struct draw_geometry_shader *shader,
111 void (*fetch_outputs)(struct draw_geometry_shader *shader,
115 void (*prepare)(struct draw_geometry_shader *shader,
118 unsigned (*run)(struct draw_geometry_shader *shader,
126 * The vertex shader can emit any number of vertices as long as it's
127 * smaller than the GS_MAX_OUTPUT_VERTICES shader property.
129 int draw_geometry_shader_run(struct draw_geometry_shader *shader,
    [all...]
  /external/skqp/src/gpu/ccpr/
GrCCCoverageProcessor.cpp 18 void GrCCCoverageProcessor::Shader::emitFragmentCode(const GrCCCoverageProcessor& proc,
34 void GrCCCoverageProcessor::Shader::EmitEdgeDistanceEquation(GrGLSLVertexGeoBuilder* s,
47 int GrCCCoverageProcessor::Shader::DefineSoftSampleLocations(GrGLSLPPFragmentBuilder* f,
82 std::unique_ptr<Shader> shader; local
86 shader = skstd::make_unique<GrCCTriangleShader>();
89 shader = skstd::make_unique<GrCCTriangleCornerShader>();
92 shader = skstd::make_unique<GrCCQuadraticHullShader>();
95 shader = skstd::make_unique<GrCCQuadraticCornerShader>();
98 shader = skstd::make_unique<GrCCCubicHullShader>()
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  /developers/build/prebuilts/gradle/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /developers/samples/android/media/MediaEffects/Application/src/main/java/com/example/android/mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /development/samples/browseable/MediaEffects/src/com.example.android.mediaeffects/
GLToolbox.java 24 int shader = GLES20.glCreateShader(shaderType); local
25 if (shader != 0) {
26 GLES20.glShaderSource(shader, source);
27 GLES20.glCompileShader(shader);
29 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
31 String info = GLES20.glGetShaderInfoLog(shader);
32 GLES20.glDeleteShader(shader);
33 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
36 return shader;
  /external/mesa3d/src/compiler/glsl/glcpp/
pp.c 108 /* Remove any line continuation characters in the shader, (whether in
112 remove_line_continuations(glcpp_parser_t *ctx, const char *shader)
120 search_start = shader;
122 /* Determine what flavor of newlines this shader is using. GLSL
131 * This code explicitly supports a shader that uses a mixture of
179 ralloc_strncat(&clean, shader,
180 newline - shader + 1);
185 shader = skip_newline (newline);
186 search_start = shader;
197 * advance the shader pointer to the character after th
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_compositor.c 59 struct ureg_program *shader; local
65 shader = ureg_create(PIPE_SHADER_VERTEX);
66 if (!shader)
69 vpos = ureg_DECL_vs_input(shader, 0);
70 vtex = ureg_DECL_vs_input(shader, 1);
71 color = ureg_DECL_vs_input(shader, 2);
72 tmp = ureg_DECL_temporary(shader);
73 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
74 o_color = ureg_DECL_output(shader, TGSI_SEMANTIC_COLOR, VS_O_COLOR);
75 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX)
239 struct ureg_program *shader; local
275 struct ureg_program *shader; local
298 struct ureg_program *shader; local
327 struct ureg_program *shader; local
376 struct ureg_program *shader; local
    [all...]
vl_zscan.c 101 struct ureg_program *shader; local
109 shader = ureg_create(PIPE_SHADER_VERTEX);
110 if (!shader)
115 scale = ureg_imm2f(shader,
119 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
120 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
121 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM);
123 tmp = ureg_DECL_temporary(shader);
125 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
128 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i)
176 struct ureg_program *shader; local
    [all...]
  /external/deqp/modules/gles31/functional/
es31fNegativeAtomicCounterTests.cpp 73 std::ostringstream shader;
77 shader << getGLSLVersionDeclaration(glu::GLSL_VERSION_310_ES) << "\n";
82 shader << "#extension GL_EXT_geometry_shader : enable\n";
83 shader << "layout(max_vertices = 3) out;\n";
88 shader << "#extension GL_EXT_tessellation_shader : enable\n";
98 shader << "layout (binding = " << maxBuffers << ", offset = 0) uniform atomic_uint counter0;\n";
102 shader << "layout (binding = 1, offset = 0) " << glu::getPrecisionName(glu::PRECISION_MEDIUMP) << " uniform atomic_uint counter0;\n";
106 shader << "layout (binding = 1, offset = 0) " << glu::getPrecisionName(glu::PRECISION_LOWP) << " uniform atomic_uint counter0;\n";
110 shader << "layout (binding = 1, offset = 0) uniform atomic_uint counter0;\n"
115 shader << "layout (offset = 0) uniform atomic_uint counter0;\n"
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