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  /prebuilts/clang/host/linux-x86/clang-4639204/include/llvm/IR/
CallingConv.h 186 /// Calling convention used for Mesa vertex shaders, or AMDPAL last shader
191 /// Calling convention used for Mesa/AMDPAL geometry shaders.
194 /// Calling convention used for Mesa/AMDPAL pixel shaders.
197 /// Calling convention used for Mesa/AMDPAL compute shaders.
206 /// Calling convention used for Mesa/AMDPAL hull shaders (= tessellation
207 /// control shaders).
  /prebuilts/clang/host/linux-x86/clang-4691093/include/llvm/IR/
CallingConv.h 186 /// Calling convention used for Mesa vertex shaders, or AMDPAL last shader
191 /// Calling convention used for Mesa/AMDPAL geometry shaders.
194 /// Calling convention used for Mesa/AMDPAL pixel shaders.
197 /// Calling convention used for Mesa/AMDPAL compute shaders.
206 /// Calling convention used for Mesa/AMDPAL hull shaders (= tessellation
207 /// control shaders).
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Beginner/01_HelloAPI/OGLES2/
OGLES2HelloAPI_LinuxX11.cpp 39 // Index to bind the attributes to vertex shaders
379 @Description Initialises shaders, buffers and other state required to begin rendering with OpenGL ES
429 @Description Initialises shaders, buffers and other state required to begin rendering with OpenGL ES
433 /* Concept: Shaders
434 OpenGL ES 2.0 uses what are known as shaders to determine how to draw objects on the screen. Instead of the fixed function
437 These shaders are written in GL Shading Language ES: http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
443 /* Concept: Fragment Shaders
444 In a final buffer of image data, each individual point is referred to as a pixel. Fragment shaders are the part of the pipeline
447 The reason these are called "fragment" shaders instead of "pixel" shaders is due to a small technical difference between the two
    [all...]
  /cts/tests/tests/opengl/src/android/opengl/cts/
AttachShaderTest.java 41 *Test: Attach an two valid shaders to a program
71 * Test: Attach two shaders of the same type to the program
NativeAttachShaderTest.java 42 *Test: Attach an two valid shaders to a program
71 * Test: Attach two shaders of the same type to the program
  /cts/tests/vr/src/android/vr/cts/
RendererBasicTest.java 89 int[] shaders = new int[10]; local
90 GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0);
  /external/deqp/doc/testspecs/GLES3/
functional.shaders.linkage.txt 22 + dEQP-GLES3.functional.shaders.linkage.*
35 - Covered in functional.shaders.indexing group
  /external/deqp/doc/testspecs/GLES31/
functional.program_uniform.txt 53 values are queried with glGetUniform* or the shaders are rendered with; the
54 shaders are constructed such that the result should be an all-green quad if
functional.shaders.arrays_of_arrays.txt 22 + dEQP-GLES31.functional.shaders.arrays_of_arrays.*
27 + dEQP-GLES31.functional.shaders.functions.*
functional.shaders.opaque_type_indexing.txt 22 + dEQP-GLES31.functional.shaders.opaque_type_indexing.*
36 + Vertex, fragment and compute shaders
  /external/deqp/external/openglcts/docs/specs/
CTS_ARB_fragment_shader_interlock.txt 65 * Iterate through the fragment shaders, clear texture and for each shader
84 * Create two fragment shaders for all layout qualifiers added by this
  /external/deqp/external/openglcts/modules/gl/
gl3cGLSLnoperspectiveTests.hpp 43 * - prepare four fragment shaders that passes color from input to output;
44 * Each of shaders should qualify input with different interpolation:
  /external/deqp/external/vulkancts/modules/vulkan/draw/
vktDrawShaderDrawParametersTests.cpp 104 : DrawTestsBaseClass(context, testSpec.shaders[glu::SHADERTYPE_VERTEX], testSpec.shaders[glu::SHADERTYPE_FRAGMENT], testSpec.topology)
386 testSpec.shaders[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchShaderDrawParameters.vert";
387 testSpec.shaders[glu::SHADERTYPE_FRAGMENT] = "vulkan/draw/VertexFetch.frag";
400 testSpec.shaders[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchShaderDrawParameters.vert";
401 testSpec.shaders[glu::SHADERTYPE_FRAGMENT] = "vulkan/draw/VertexFetch.frag";
416 testSpec.shaders[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchShaderDrawParametersDrawIndex.vert";
417 testSpec.shaders[glu::SHADERTYPE_FRAGMENT] = "vulkan/draw/VertexFetch.frag";
  /external/mesa3d/docs/relnotes/
10.3.4.html 72 <li>r600g/cayman: handle empty vertex shaders</li>
73 <li>r600g: geom shaders: always load texture src regs from inputs</li>
  /external/mesa3d/src/compiler/nir/
nir_lower_idiv.c 33 * Note that this is probably not enough precision for compute shaders.
35 * Or perhaps we assume if you can do compute shaders you can also
  /external/mesa3d/src/gallium/auxiliary/rbug/
rbug_shader.h 78 rbug_shader_t *shaders; member in struct:rbug_proto_shader_list_reply
117 rbug_shader_t *shaders,
  /external/mesa3d/src/mesa/drivers/dri/common/
drirc 12 shaders.
17 an #extension directive in the middle of its shaders, which is illegal
  /external/mesa3d/src/mesa/main/
glheader.h 156 * one or more shaders that get linked together). Note that GLSL
157 * shaders and shader programs share one name space (one hash table)
  /external/skia/resources/lua/
slides_content2.lua 11 - effects: shaders, filters, antialiasing, blending
108 -- extended OpenGL features (e.g. geometry shaders)
  /external/skia/src/gpu/glsl/
GrGLSLVarying.h 100 * The GP can use these calls to pass an attribute through all shaders directly to 'output' in
113 // GrGLSLVaryingHanlder and before getting/adding any of the declarations to the shaders.
  /external/skqp/platform_tools/android/apps/skqp/src/main/assets/resources/lua/
slides_content2.lua 11 - effects: shaders, filters, antialiasing, blending
108 -- extended OpenGL features (e.g. geometry shaders)
  /external/skqp/resources/lua/
slides_content2.lua 11 - effects: shaders, filters, antialiasing, blending
108 -- extended OpenGL features (e.g. geometry shaders)
  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
OGLES2DisplacementMap.cpp 25 // Index to bind the attributes to vertex shaders
46 // Source and binary shaders
67 // OpenGL handles for shaders, textures and VBOs
198 @Description Loads and compiles the shaders and links the shader programs
204 Load and compile the shaders from files.
205 Binary shaders are tried first, source shaders
386 Load and compile the shaders & link programs
  /frameworks/base/libs/hwui/tests/unit/
SkiaBehaviorTests.cpp 39 * 1x1 bitmaps must not be optimized into solid color shaders, since HWUI can't
40 * compose/render color shaders
  /external/deqp/android/cts/nyc/
egl-master.txt     [all...]

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