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  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
SurfaceTextureRenderer.h 28 // Source code for shaders.
  /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);
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  /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);
RendererFourShaderTest.java 37 int[] shaders = new int[10]; local
39 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
RendererSixShaderTest.java 39 int[] shaders = new int[10]; local
40 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
  /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
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
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  /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
  /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
  /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
  /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
  /external/mesa3d/src/gallium/auxiliary/postprocess/
pp_celshade.c 37 ppq->shaders[n][1] =
40 return (ppq->shaders[n][1] != NULL) ? TRUE : FALSE;
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
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  /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
  /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
  /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
  /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.
  /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
  /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
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  /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
  /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.")
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  /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
  /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
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