/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...] |