/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 [all...] |
/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 [all...] |
/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) [all...] |
/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; [all...] |
/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) [all...] |
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 [all...] |
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 [all...] |
/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) [all...] |
/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? * [all...] |
/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> [all...] |
/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);
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/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) [all...] |
/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 [all...] |
/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 [all...] |
/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) [all...] |
/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>() [all...] |
/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;
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/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;
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/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 [all...] |
/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" [all...] |