/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)
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/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]);
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/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]);
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/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]);
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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]);
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/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]);
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/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>
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/cts/tests/tests/opengl/libopengltest/ |
color_one.cpp | 74 GLuint shaders[maxCount]; local 78 shaders); 79 LOGI("Attached Shader First element : %d\n", *shaders);
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/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,
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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;
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/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)
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/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.
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/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
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/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>
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/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.
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/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>
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/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)
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/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)
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/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)
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/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)
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/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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