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  /external/deqp/android/cts/nyc/src/
gles3-multisample.txt 39 dEQP-GLES3.functional.shaders.discard.basic_always
40 dEQP-GLES3.functional.shaders.discard.basic_never
41 dEQP-GLES3.functional.shaders.discard.basic_uniform
42 dEQP-GLES3.functional.shaders.discard.basic_dynamic
43 dEQP-GLES3.functional.shaders.discard.basic_texture
44 dEQP-GLES3.functional.shaders.discard.function_always
45 dEQP-GLES3.functional.shaders.discard.function_never
46 dEQP-GLES3.functional.shaders.discard.function_uniform
47 dEQP-GLES3.functional.shaders.discard.function_dynamic
48 dEQP-GLES3.functional.shaders.discard.function_textur
    [all...]
  /external/deqp/android/cts/mnc/
gles3-multisample.txt 39 dEQP-GLES3.functional.shaders.discard.basic_always
40 dEQP-GLES3.functional.shaders.discard.basic_never
41 dEQP-GLES3.functional.shaders.discard.basic_uniform
42 dEQP-GLES3.functional.shaders.discard.basic_dynamic
43 dEQP-GLES3.functional.shaders.discard.basic_texture
44 dEQP-GLES3.functional.shaders.discard.function_always
45 dEQP-GLES3.functional.shaders.discard.function_never
46 dEQP-GLES3.functional.shaders.discard.function_uniform
47 dEQP-GLES3.functional.shaders.discard.function_dynamic
48 dEQP-GLES3.functional.shaders.discard.function_textur
    [all...]
  /external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.2.x/
gles3-multisample.txt 39 dEQP-GLES3.functional.shaders.discard.basic_always
40 dEQP-GLES3.functional.shaders.discard.basic_never
41 dEQP-GLES3.functional.shaders.discard.basic_uniform
42 dEQP-GLES3.functional.shaders.discard.basic_dynamic
43 dEQP-GLES3.functional.shaders.discard.basic_texture
44 dEQP-GLES3.functional.shaders.discard.function_always
45 dEQP-GLES3.functional.shaders.discard.function_never
46 dEQP-GLES3.functional.shaders.discard.function_uniform
47 dEQP-GLES3.functional.shaders.discard.function_dynamic
48 dEQP-GLES3.functional.shaders.discard.function_textur
    [all...]
  /external/deqp/doc/testspecs/GLES2/
performance.compiler.txt 27 + Front-end time estimation with invalid shaders
36 + Shaders designed to stress compiler (note: in release 2012.4)
61 Front-end time is estimated by compiling invalid shaders with either an invalid
73 - 1. Create program and shaders; compile and link
82 - 1. Create program and invalid shaders; compile (expect failure)
  /external/skia/gm/
shadertext.cpp 127 sk_sp<SkShader> shaders[gradCount + bmpCount]; variable
132 shaders[shdIdx++] = gGradMakers[m](pts,
142 shaders[shdIdx++] = SkShader::MakeBitmapShader(bm, tileModes[tx], tileModes[ty]);
166 for (int s = 0; s < static_cast<int>(SK_ARRAY_COUNT(shaders)); s++) {
171 paint.setShader(shaders[s]);
  /external/skia/samplecode/
SampleShaderText.cpp 137 sk_sp<SkShader> shaders[gradCount + bmpCount]; local
142 shaders[shdIdx++] = gGradMakers[m](pts,
149 shaders[shdIdx++] = MakeBitmapShader(tileModes[tx],
174 for (size_t s = 0; s < SK_ARRAY_COUNT(shaders); s++) {
179 paint.setShader(shaders[s]);
  /external/skqp/gm/
shadertext.cpp 127 sk_sp<SkShader> shaders[gradCount + bmpCount]; variable
132 shaders[shdIdx++] = gGradMakers[m](pts,
142 shaders[shdIdx++] = SkShader::MakeBitmapShader(bm, tileModes[tx], tileModes[ty]);
166 for (int s = 0; s < static_cast<int>(SK_ARRAY_COUNT(shaders)); s++) {
171 paint.setShader(shaders[s]);
composeshader.cpp 81 sk_sp<SkShader> shaders[] = { variable
91 for (size_t y = 0; y < SK_ARRAY_COUNT(shaders); ++y) {
99 paint.setShader(shaders[y]);
180 sk_sp<SkShader> shaders[] = { variable
193 for (size_t y = 0; y < SK_ARRAY_COUNT(shaders); ++y) {
197 paint.setShader(shaders[y]);
  /external/skqp/samplecode/
SampleShaderText.cpp 137 sk_sp<SkShader> shaders[gradCount + bmpCount]; local
142 shaders[shdIdx++] = gGradMakers[m](pts,
149 shaders[shdIdx++] = MakeBitmapShader(tileModes[tx],
174 for (size_t s = 0; s < SK_ARRAY_COUNT(shaders); s++) {
179 paint.setShader(shaders[s]);
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/Build/WindowsVC2010/
OGLES2ChameleonMan.vcxproj.filters 23 <Filter Include="Content Files\Shaders">
142 <Filter>Content Files\Shaders</Filter>
145 <Filter>Content Files\Shaders</Filter>
148 <Filter>Content Files\Shaders</Filter>
151 <Filter>Content Files\Shaders</Filter>
  /cts/tests/tests/opengl/libopengltest/
color_one.cpp 74 GLuint shaders[maxCount]; local
78 shaders);
79 LOGI("Attached Shader First element : %d\n", *shaders);
  /external/deqp/external/openglcts/modules/glesext/tessellation_shader/
esextcTessellationShaderProperties.hpp 69 * different tessellation control and evaluation shaders were defined, and verify
71 * relevant shaders.
90 /* Define a few different tc/te/tc+te shaders we'll attach to a program object,
esextcTessellationShaderXFB.hpp 36 * * vertex shader, tessellation control + evaluation shader, geometry shaders
38 * * vertex shader, tessellation control + evaluation shaders are defined
44 * * vertex shader, tessellation control shaders are defined;
  /external/deqp/external/vulkancts/modules/vulkan/draw/
vktDrawTestCaseUtil.hpp 64 ShaderMap shaders; member in struct:vkt::Draw::TestSpecBase
85 for (ShaderMap::const_iterator i = m_testSpec.shaders.begin(); i != m_testSpec.shaders.end(); ++i)
  /external/mesa3d/src/gallium/auxiliary/postprocess/
ADDING 5 These shaders may be written in any supported language, but are added here in TGSI text
51 Shaders is the number of shaders your filter needs. The minimum is 2.
  /external/mesa3d/src/gallium/auxiliary/tgsi/
tgsi_lowering.h 35 /* For fragment shaders, generate a shader that emulates two
42 * a) need to generate (on demand) alternate shaders to use
46 * shaders. During linkage, the driver should simply
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/Build/WindowsVC2010/
OGLES2DisplacementMap.vcxproj.filters 23 <Filter Include="Content Files\Shaders">
94 <Filter>Content Files\Shaders</Filter>
97 <Filter>Content Files\Shaders</Filter>
  /external/mesa3d/src/gallium/docs/source/drivers/openswr/
faq.rst 12 vertex load and relatively simple shaders. In addition, the core
38 shader and fragment shaders, streamout, and fragment blending. SWR
39 core also supports geometry and compute shaders but we haven't exposed
42 and pixel shaders we reuse bits of llvmpipe from
101 expose through our driver, such as MSAA, geometry shaders, compute
102 shaders, and tesselation.
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/Build/WindowsVC2010/
OGLES3ColourGrading.vcxproj.filters 27 <Filter Include="Content Files\Shaders">
155 <Filter>Content Files\Shaders</Filter>
158 <Filter>Content Files\Shaders</Filter>
161 <Filter>Content Files\Shaders</Filter>
164 <Filter>Content Files\Shaders</Filter>
167 <Filter>Content Files\Shaders</Filter>
  /external/toolchain-utils/binary_search_tool/ndk/
Teapot.tar.gz 
  /prebuilts/clang/host/darwin-x86/clang-4393122/include/llvm/IR/
CallingConv.h 182 /// Calling convention used for Mesa vertex shaders.
185 /// Calling convention used for Mesa geometry shaders.
188 /// Calling convention used for Mesa pixel shaders.
191 /// Calling convention used for Mesa compute shaders.
200 /// Calling convention used for Mesa hull shaders. (= tessellation control
201 /// shaders)
  /prebuilts/clang/host/darwin-x86/clang-4479392/include/llvm/IR/
CallingConv.h 182 /// Calling convention used for Mesa vertex shaders.
185 /// Calling convention used for Mesa geometry shaders.
188 /// Calling convention used for Mesa pixel shaders.
191 /// Calling convention used for Mesa compute shaders.
200 /// Calling convention used for Mesa hull shaders. (= tessellation control
201 /// shaders)
  /prebuilts/clang/host/linux-x86/clang-4393122/include/llvm/IR/
CallingConv.h 182 /// Calling convention used for Mesa vertex shaders.
185 /// Calling convention used for Mesa geometry shaders.
188 /// Calling convention used for Mesa pixel shaders.
191 /// Calling convention used for Mesa compute shaders.
200 /// Calling convention used for Mesa hull shaders. (= tessellation control
201 /// shaders)
  /prebuilts/clang/host/linux-x86/clang-4479392/include/llvm/IR/
CallingConv.h 182 /// Calling convention used for Mesa vertex shaders.
185 /// Calling convention used for Mesa geometry shaders.
188 /// Calling convention used for Mesa pixel shaders.
191 /// Calling convention used for Mesa compute shaders.
200 /// Calling convention used for Mesa hull shaders. (= tessellation control
201 /// shaders)
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererOneShaderTest.java 55 int[] shaders = new int[10]; local
56 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);

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