/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
SurfaceTextureRenderer.h | 28 // Source code for shaders.
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/external/deqp/modules/gles3/functional/ |
es3fShaderApiTests.cpp | 75 // Simple shaders 348 void logProgram (TestLog& log, glu::RenderContext& renderCtx, glu::Program& program, ShaderAllocator& shaders) 356 if (shaders.hasShader(shaderType)) 357 logShader(log, renderCtx, shaders.get(shaderType)); 823 void buildProgram (glu::Program& program, ShaderAllocator& shaders); 828 virtual void executeForProgram (glu::Program& program, ShaderAllocator& shaders) = 0; 843 void ProgramStateCase::buildProgram (glu::Program& program, ShaderAllocator& shaders) 847 glu::Shader& vertShader = shaders.createShader(glu::SHADERTYPE_VERTEX); 848 glu::Shader& fragShader = shaders.createShader(glu::SHADERTYPE_FRAGMENT); 857 logProgram(log, m_context.getRenderContext(), program, shaders); [all...] |
/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererFiveShaderTest.java | 41 int[] shaders = new int[10]; local 42 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
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RendererFourShaderTest.java | 37 int[] shaders = new int[10]; local 39 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
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RendererSixShaderTest.java | 39 int[] shaders = new int[10]; local 40 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
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/external/deqp/android/cts/master/src/ |
gles31-multisample.txt | 4 dEQP-GLES31.functional.shaders.sample_variables.*.default_framebuffer 5 dEQP-GLES31.functional.shaders.multisample_interpolation.*.default_framebuffer
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gles3-hw-issues.txt | 2 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_fragment.scalar 3 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_fragment.vec2 4 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_fragment.vec3 5 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_fragment.vec4 6 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_vertex.scalar 7 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_vertex.vec2 8 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_vertex.vec3 9 dEQP-GLES3.functional.shaders.builtin_functions.precision.clamp.highp_vertex.vec4 10 dEQP-GLES3.functional.shaders.builtin_functions.precision.max.highp_fragment.scalar 11 dEQP-GLES3.functional.shaders.builtin_functions.precision.max.highp_fragment.vec [all...] |
/external/deqp/android/cts/mnc/src/ |
gles31-multisample.txt | 4 dEQP-GLES31.functional.shaders.sample_variables.*.default_framebuffer 5 dEQP-GLES31.functional.shaders.multisample_interpolation.*.default_framebuffer
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/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.2.x/src/ |
gles31-multisample.txt | 4 dEQP-GLES31.functional.shaders.sample_variables.*.default_framebuffer 5 dEQP-GLES31.functional.shaders.multisample_interpolation.*.default_framebuffer
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/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.4.x/src/ |
gles31-multisample.txt | 4 dEQP-GLES31.functional.shaders.sample_variables.*.default_framebuffer 5 dEQP-GLES31.functional.shaders.multisample_interpolation.*.default_framebuffer
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/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/master/src/ |
gles31-multisample.txt | 4 dEQP-GLES31.functional.shaders.sample_variables.*.default_framebuffer 5 dEQP-GLES31.functional.shaders.multisample_interpolation.*.default_framebuffer
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/external/mesa3d/src/gallium/auxiliary/postprocess/ |
pp_celshade.c | 37 ppq->shaders[n][1] = 40 return (ppq->shaders[n][1] != NULL) ? TRUE : FALSE;
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pp_mlaa.c | 92 assert(ppq->shaders[n]); 146 cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */ 147 cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][2]); 178 cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][0]); /* passvs */ 179 cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][3]); 210 cso_set_vertex_shader_handle(p->cso, ppq->shaders[n][1]); /* offsetvs */ 211 cso_set_fragment_shader_handle(p->cso, ppq->shaders[n][4]); 283 ppq->shaders[n][1] = pp_tgsi_to_state(ppq->p->pipe, offsetvs, true, 286 ppq->shaders[n][2] = pp_tgsi_to_state(ppq->p->pipe, color1fs, 289 ppq->shaders[n][2] = pp_tgsi_to_state(ppq->p->pipe, depth1fs [all...] |
/external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES2/ |
PVRTBackground.cpp | 19 // The header that contains the shaders 22 // Index to bind the attributes to vertex shaders 72 // Delete shaders 123 /* Compiles the shaders. For a more detailed explanation, see IntroducingPVRTools */ 125 // Try binary shaders first 133 // if binary shaders don't work, try source shaders 150 // Attach the fragment and vertex shaders to it
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/external/deqp/external/openglcts/docs/specs/ |
CTS_ARB_sparse_texture_clamp.txt | 53 Create multiple fragment shaders that enable ARB_sparse_texture_clamp 62 Shaders should check texture access residency information and pass 66 Iterate through shaders, create and use program for current iteration 81 Create multiple fragment shaders that enables ARB_sparse_texture_clamp 94 Iterate through shaders, create and use program for current iteration
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
esextcTextureCubeMapArrayImageTextureSizeTests.hpp | 38 * Make sure shaders can correctly query the size of cube-map array textures 56 * in case of geometry & tessellation shaders & vertex shaders. 57 * For compute shaders, the size should be stored to an image of 59 * Fragment shaders should store the texture size by writing it to
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/frameworks/base/graphics/java/android/graphics/ |
ComposeShader.java | 22 /** A subclass of shader that returns the composition of two other shaders, combined by 34 * Create a new compose shader, given shaders A, B, and a combining mode. 40 * @param mode The mode that combines the colors from the two shaders. If mode 48 * Create a new compose shader, given shaders A, B, and a combining PorterDuff mode. 54 * @param mode The PorterDuff mode that combines the colors from the two shaders.
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/external/mesa3d/docs/ |
shading.html | 49 <li><b>log</b> - log all GLSL shaders to files. 55 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms 67 Shaders can be dumped and replaced on runtime for debugging purposes. Mesa 74 <li><b>MESA_SHADER_READ_PATH</b> - path where replacement shaders are read 77 When both are set, these paths should be different so the dumped shaders do 78 not clobber the replacement shaders. 107 <li>Linking of multiple shaders does not always work. Currently, linking 129 <li>Shaders which use too many registers will not compile. 161 The stand-alone GLSL compiler program can be used to compile GLSL shaders 192 <li><b>--link</b> - link shaders [all...] |
/external/deqp/doc/testspecs/GL3/ |
functional.fragment_out_location.txt | 29 - Before attaching shaders 34 + Changing shaders and relinking 45 linking and attaching shaders. Verification is done using
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/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.4.x/ |
gles31-multisample.txt | 7 dEQP-GLES31.functional.shaders.sample_variables.num_samples.default_framebuffer 8 dEQP-GLES31.functional.shaders.sample_variables.max_samples.default_framebuffer 9 dEQP-GLES31.functional.shaders.sample_variables.sample_id.default_framebuffer 10 dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.default_framebuffer 11 dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.default_framebuffer 12 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.sample_mask.default_framebuffer 13 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_pixel.default_framebuffer 14 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_sample.default_framebuffer 15 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_two_samples.default_framebuffer 16 dEQP-GLES31.functional.shaders.sample_variables.sample_mask.discard_half_per_pixel.default_framebuffe [all...] |
/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_limits.h | 73 * Max number of shader variants (for all shaders combined, 79 * Max number of instructions (for all fragment shaders combined per context) 91 * flatshading). It is likely that many active fragment shaders will
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/external/deqp/modules/gles31/functional/ |
es31fNegativeShaderDirectiveTests.cpp | 114 ctx.beginSection("GL_EXT_primitive_bounding_box features require enabling the extension in 310 es shaders."); 190 ctx.beginSection("GL_KHR_blend_equation_advanced features require enabling the extension in 310 es shaders."); 217 ctx.beginSection("GL_OES_sample_variables features require enabling the extension in 310 es shaders."); 246 ctx.beginSection("GL_OES_shader_image_atomic features require enabling the extension in 310 es shaders."); 277 ctx.beginSection("GL_OES_shader_multisample_interpolation features require enabling the extension in 310 es shaders."); 318 ctx.beginSection("GL_OES_texture_storage_multisample_2d_array features require enabling the extension in 310 es shaders."); 350 ctx.beginSection("GL_EXT_geometry_shader features require enabling the extension in 310 es shaders."); 358 ctx.beginSection("GL_EXT_gpu_shader5 features require enabling the extension in 310 es shaders."); 406 ctx.beginSection("GL_EXT_shader_io_blocks features require enabling the extension in 310 es shaders."); 440 ctx.beginSection("GL_EXT_tessellation_shader features require enabling the extension in 310 es shaders.") [all...] |
/external/deqp/android/cts/master/ |
gles31-multisample.txt | 7 dEQP-GLES31.functional.shaders.sample_variables.num_samples.default_framebuffer 8 dEQP-GLES31.functional.shaders.sample_variables.max_samples.default_framebuffer 9 dEQP-GLES31.functional.shaders.sample_variables.sample_id.default_framebuffer 10 dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.default_framebuffer 11 dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.default_framebuffer 12 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.sample_mask.default_framebuffer 13 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_pixel.default_framebuffer 14 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_sample.default_framebuffer 15 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_two_samples.default_framebuffer 16 dEQP-GLES31.functional.shaders.sample_variables.sample_mask.discard_half_per_pixel.default_framebuffe [all...] |
/external/deqp/doc/testspecs/GLES31/ |
functional.android_extension_pack.txt | 44 android_extension_pack.shaders.extension_macros.* group cases check 48 android_extension_pack.shaders.extension_directive.* group cases check 53 android_extension_pack.shaders.implementation_limits.* group cases 54 check that shaders using extended implementation limits compile
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/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.2.x/ |
gles31-multisample.txt | 7 dEQP-GLES31.functional.shaders.sample_variables.num_samples.default_framebuffer 8 dEQP-GLES31.functional.shaders.sample_variables.max_samples.default_framebuffer 9 dEQP-GLES31.functional.shaders.sample_variables.sample_id.default_framebuffer 10 dEQP-GLES31.functional.shaders.sample_variables.sample_pos.correctness.default_framebuffer 11 dEQP-GLES31.functional.shaders.sample_variables.sample_pos.distribution.default_framebuffer 12 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.sample_mask.default_framebuffer 13 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_pixel.default_framebuffer 14 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_sample.default_framebuffer 15 dEQP-GLES31.functional.shaders.sample_variables.sample_mask_in.bit_count_per_two_samples.default_framebuffer 16 dEQP-GLES31.functional.shaders.sample_variables.sample_mask.discard_half_per_pixel.default_framebuffe [all...] |