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  /external/mesa3d/src/gallium/drivers/r300/
r300_fs.c 89 struct r300_fragment_shader_code *shader)
94 compiler->OutputColor[0] = shader->info.num_outputs;
95 compiler->OutputColor[1] = shader->info.num_outputs;
96 compiler->OutputColor[2] = shader->info.num_outputs;
97 compiler->OutputColor[3] = shader->info.num_outputs;
98 compiler->OutputDepth = shader->info.num_outputs;
101 for(i = 0; i < shader->info.num_outputs; ++i) {
102 switch(shader->info.output_semantic_name[i]) {
210 struct r300_fragment_shader_code* shader,
215 struct r300_fragment_shader_code* shader)
    [all...]
  /external/deqp/external/openglcts/modules/glesext/geometry_shader/
esextcGeometryShaderLinking.hpp 32 * 1. Make sure that linking a program object consisting of geometry shader
38 * Create a program object and a compilable geometry shader object.
40 * Attach the geometry shader object to the program object, compile it, link
46 * Should separate shader objects be supported, the linking should pass,
51 * geometry shader objects will fail, assuming the program object is not
57 * Create a program object and a compilable fragment & geometry shader
60 * Attach the shader objects to the program object, compile them, link the
66 * Should separate shader objects be supported, the linking should pass,
113 * 3. Make sure that program objects with a single geometry shader do not link
119 * Create 5 program objects and a boilerplate fragment & vertex shader
    [all...]
esextcGeometryShaderNonarrayInput.hpp 39 * Create two program objects, a boilerplate fragment shader object and two
40 * vertex shader objects.
42 * Create a geometry shader object A. The implementation should not use any
45 * array brackets (as required by the spec). A corresponding vertex shader
47 * the geometry shader, so that the interfaces match.
49 * Create a geometry shader object B. The implementation should use a single
51 * to spec requirements). A corresponding vertex shader object B should
55 * Vertex shader stage should output the following variables (in a separate
57 * shader object considered):
69 * Fragment shader stage should set output vec4 variable to (0, 255, 0, 255)
    [all...]
  /external/skia/tests/
ShaderOpacityTest.cpp 21 auto shader = SkShader::MakeBitmapShader(bmp, local
23 REPORTER_ASSERT(reporter, shader);
24 REPORTER_ASSERT(reporter, !shader->isOpaque());
30 shader = SkShader::MakeBitmapShader(bmp,
32 REPORTER_ASSERT(reporter, shader);
33 REPORTER_ASSERT(reporter, !shader->isOpaque());
37 shader = SkShader::MakeBitmapShader(bmp,
39 REPORTER_ASSERT(reporter, shader);
40 REPORTER_ASSERT(reporter, shader->isOpaque());
44 shader = SkShader::MakeBitmapShader(bmp
    [all...]
PictureShaderTest.cpp 16 // Test that attempting to create a picture shader with a nullptr picture or
17 // empty picture returns a shader that draws nothing.
44 // Test that the SkPictureShader cache is purged on shader deletion.
64 // We should have about 3 refs by now: local + shader + shader cache.
68 // Draw another picture shader to have a chance to purge.
  /external/skqp/tests/
ShaderOpacityTest.cpp 21 auto shader = SkShader::MakeBitmapShader(bmp, local
23 REPORTER_ASSERT(reporter, shader);
24 REPORTER_ASSERT(reporter, !shader->isOpaque());
30 shader = SkShader::MakeBitmapShader(bmp,
32 REPORTER_ASSERT(reporter, shader);
33 REPORTER_ASSERT(reporter, !shader->isOpaque());
37 shader = SkShader::MakeBitmapShader(bmp,
39 REPORTER_ASSERT(reporter, shader);
40 REPORTER_ASSERT(reporter, shader->isOpaque());
44 shader = SkShader::MakeBitmapShader(bmp
    [all...]
PictureShaderTest.cpp 16 // Test that attempting to create a picture shader with a nullptr picture or
17 // empty picture returns a shader that draws nothing.
44 // Test that the SkPictureShader cache is purged on shader deletion.
64 // We should have about 3 refs by now: local + shader + shader cache.
68 // Draw another picture shader to have a chance to purge.
  /external/swiftshader/src/OpenGL/compiler/
TranslatorASM.h 23 class Shader;
29 TranslatorASM(glsl::Shader *shaderObject, GLenum type);
35 glsl::Shader *const shaderObject;
  /external/mesa3d/src/compiler/glsl/
test_optpass.cpp 177 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
178 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
193 printf(" --vertex-shader: test with a vertex shader (the default)\n");
194 printf(" --fragment-shader: test with a fragment shader\n");
205 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local
206 shader->Type = shader_type;
207 shader->Stage = _mesa_shader_enum_to_shader_stage(shader_type);
212 = new(shader) _mesa_glsl_parse_state(ctx, shader->Stage, shader)
    [all...]
  /external/mesa3d/src/compiler/nir/
nir_lower_passthrough_edgeflags.c 30 nir_shader *shader = impl->function->shader; local
38 in = nir_variable_create(shader, nir_var_shader_in,
42 out = nir_variable_create(shader, nir_var_shader_out,
53 void nir_lower_passthrough_edgeflags(nir_shader *shader)
55 lower_impl(nir_shader_get_entrypoint(shader));
nir_lower_constant_initializers.c 33 nir_deref_get_const_initializer_load(b->shader, deref);
69 nir_lower_constant_initializers(nir_shader *shader, nir_variable_mode modes)
75 nir_builder_init(&builder, nir_shader_get_entrypoint(shader));
78 progress |= lower_const_initializer(&builder, &shader->outputs);
81 progress |= lower_const_initializer(&builder, &shader->globals);
84 progress |= lower_const_initializer(&builder, &shader->system_values);
87 nir_foreach_function(function, shader) {
97 nir_foreach_function(function, shader) {
  /external/mesa3d/src/gallium/drivers/svga/
svga_shader.h 46 /* vertex shader only */
65 /* geometry shader only */
73 /* fragment shader only */
89 /* any shader type */
113 /* A key for a variant of token string of a shader */
125 * A single TGSI shader may be compiled into different variants of
126 * SVGA3D shaders depending on the compile key. Each user shader
131 const struct svga_shader *shader; member in struct:svga_shader_variant
136 /* Compiled shader tokens:
141 /** Per-context shader identifier used with SVGA_3D_CMD_SHADER_DEFINE
    [all...]
svga_link.c 38 * output shader to inputs from the input shader.
39 * Basically, we'll remap input shader's input slots to new numbers
40 * based on semantic name/index of the outputs from the output shader.
53 /* Assign input slots for input shader inputs.
54 * Basically, we want to use the same index for the output shader's outputs
55 * and the input shader's inputs that should be linked together.
56 * We'll modify the input shader's inputs to match the output shader.
69 * Get the clip distance inputs from the output shader'
    [all...]
  /external/mesa3d/src/gallium/winsys/svga/drm/
vmw_shader.h 51 svga_winsys_shader(struct vmw_svga_winsys_shader *shader)
53 assert(!shader || shader->shid != SVGA3D_INVALID_ID);
54 return (struct svga_winsys_gb_shader *)shader;
58 vmw_svga_winsys_shader(struct svga_winsys_gb_shader *shader)
60 return (struct vmw_svga_winsys_shader *)shader;
  /external/mesa3d/src/gallium/auxiliary/vl/
vl_median_filter.c 49 struct ureg_program *shader; local
53 shader = ureg_create(PIPE_SHADER_VERTEX);
54 if (!shader)
57 i_vpos = ureg_DECL_vs_input(shader, 0);
58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
61 ureg_MOV(shader, o_vpos, i_vpos);
62 ureg_MOV(shader, o_vtex, i_vpos);
64 ureg_END(shader);
66 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
vl_matrix_filter.c 51 struct ureg_program *shader; local
55 shader = ureg_create(PIPE_SHADER_VERTEX);
56 if (!shader)
59 i_vpos = ureg_DECL_vs_input(shader, 0);
60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
63 ureg_MOV(shader, o_vpos, i_vpos);
64 ureg_MOV(shader, o_vtex, i_vpos);
66 ureg_END(shader);
68 return ureg_create_shader_and_destroy(shader, filter->pipe)
81 struct ureg_program *shader; local
    [all...]
  /external/skia/src/gpu/gl/
GrGLVaryingHandler.h 22 // shader since there is no vertex shader.
  /external/skqp/src/gpu/gl/
GrGLVaryingHandler.h 22 // shader since there is no vertex shader.
  /external/deqp/modules/gles2/functional/
es2fShaderApiTests.cpp 21 * \brief Shader API tests.
90 void setShaderSources (glu::Shader& shader, const ShaderSources& sources)
98 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]);
100 shader.setSources((int)cStrings.size(), &cStrings[0], 0);
131 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info)
146 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
147 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen);
148 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen);
156 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0])
257 glu::Shader* const shader = new glu::Shader(m_context, shaderType); member in class:deqp::gles2::Functional::__anon18328::glu
    [all...]
  /external/mesa3d/src/intel/vulkan/
anv_pipeline_cache.c 56 struct anv_shader_bin *shader = local
58 if (!shader)
61 shader->ref_cnt = 1;
63 shader->kernel =
65 memcpy(shader->kernel.map, kernel_data, kernel_size);
66 shader->kernel_size = kernel_size;
67 shader->bind_map = *bind_map;
68 shader->prog_data_size = prog_data_size;
71 void *data = shader;
74 shader->prog_data = data
252 struct anv_shader_bin *shader = local
273 struct anv_shader_bin *shader = local
511 struct anv_shader_bin *shader = entry->data; local
    [all...]
  /external/mesa3d/src/gallium/drivers/radeonsi/
si_state_shaders.c 104 * Return the shader binary in a buffer. The first 4 bytes contain its size
107 static void *si_get_shader_binary(struct si_shader *shader)
110 unsigned relocs_size = shader->binary.reloc_count *
111 sizeof(shader->binary.relocs[0]);
112 unsigned disasm_size = strlen(shader->binary.disasm_string) + 1;
113 unsigned llvm_ir_size = shader->binary.llvm_ir_string ?
114 strlen(shader->binary.llvm_ir_string) + 1 : 0;
118 align(sizeof(shader->config), 4) +
119 align(sizeof(shader->info), 4) +
120 4 + align(shader->binary.code_size, 4)
1088 struct si_shader *shader = (struct si_shader *)job; local
1134 struct si_shader *iter, *shader = NULL; local
1319 struct si_shader *shader = CALLOC_STRUCT(si_shader); local
    [all...]
  /external/mesa3d/src/gallium/drivers/ilo/
ilo_shader.c 31 #include "shader/ilo_shader_internal.h"
47 * Create a shader cache. A shader cache can manage shaders and upload them
66 * Destroy a shader cache.
75 * Add a shader to the cache.
79 struct ilo_shader_state *shader)
83 shader->cache = shc;
84 LIST_FOR_EACH_ENTRY(sh, &shader->variants, list)
87 list_add(&shader->list, &shc->changed);
91 * Remove a shader from the cache
122 struct ilo_shader_state *shader, *next; local
174 struct ilo_shader_state *shader, *next; local
954 struct ilo_shader_state *shader; local
972 struct ilo_shader_state *shader; local
991 struct ilo_shader_state *shader; local
1010 struct ilo_shader_state *shader; local
    [all...]
ilo_shader.h 110 struct ilo_shader_state *shader);
114 struct ilo_shader_state *shader);
150 ilo_shader_destroy(struct ilo_shader_state *shader);
153 ilo_shader_select_kernel(struct ilo_shader_state *shader,
158 ilo_shader_select_kernel_sbe(struct ilo_shader_state *shader,
163 ilo_shader_get_kernel_offset(const struct ilo_shader_state *shader);
166 ilo_shader_get_kernel_param(const struct ilo_shader_state *shader,
170 ilo_shader_get_kernel_cso(const struct ilo_shader_state *shader);
173 ilo_shader_get_kernel_so_info(const struct ilo_shader_state *shader);
176 ilo_shader_get_kernel_sol(const struct ilo_shader_state *shader);
    [all...]
  /external/robolectric/v1/src/main/java/com/xtremelabs/robolectric/shadows/
ShadowPaint.java 5 import android.graphics.Shader;
27 private Shader shader; field in class:ShadowPaint
47 public Shader setShader(Shader shader) {
48 this.shader = shader;
49 return shader;
64 public Shader getShader()
    [all...]
  /frameworks/native/opengl/tests/gl2_jni/jni/
gl_code.cpp 43 GLuint shader = glCreateShader(shaderType); local
44 if (shader) {
45 glShaderSource(shader, 1, &pSource, NULL);
46 glCompileShader(shader);
48 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
51 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
55 glGetShaderInfoLog(shader, infoLen, NULL, buf);
56 ALOGE("Could not compile shader %d:\n%s\n",
60 glDeleteShader(shader);
61 shader = 0
    [all...]

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