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full:shaders
(Results
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/external/deqp/android/cts/nyc/src/
egl-master.txt
[
all
...]
/developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/util/
Gles2ColoredTriangleList.java
59
/**
Shaders
to render this triangle list. */
177
/** OpenGL
shaders
for drawing solid colored triangle lists. */
212
// Prepare
shaders
.
223
// Add the
shaders
to the program.
/developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/util/
Gles2ColoredTriangleList.java
59
/**
Shaders
to render this triangle list. */
177
/** OpenGL
shaders
for drawing solid colored triangle lists. */
212
// Prepare
shaders
.
223
// Add the
shaders
to the program.
/development/samples/browseable/WatchFace/Wearable/src/com.example.android.wearable.watchface/
Gles2ColoredTriangleList.java
59
/**
Shaders
to render this triangle list. */
177
/** OpenGL
shaders
for drawing solid colored triangle lists. */
212
// Prepare
shaders
.
223
// Add the
shaders
to the program.
/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.3.x/src/
gles31-spec-issues.txt
2
dEQP-GLES31.functional.
shaders
.arrays_of_arrays.*.invalid.empty_declaration_without_var_name_*
/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/3.2.4.x/src/
gles31-spec-issues.txt
2
dEQP-GLES31.functional.
shaders
.arrays_of_arrays.*.invalid.empty_declaration_without_var_name_*
/external/deqp/external/openglcts/data/mustpass/gles/aosp_mustpass/master/src/
gles31-spec-issues.txt
2
dEQP-GLES31.functional.
shaders
.arrays_of_arrays.*.invalid.empty_declaration_without_var_name_*
/external/deqp/external/openglcts/docs/specs/
CTS_ARB_shader_viewport_layer_array.txt
37
vertex and tessalation
shaders
/external/deqp/external/openglcts/modules/glesext/geometry_shader/
esextcGeometryShaderAPI.hpp
33
*
shaders
.
95
* 2. GL_GEOMETRY_SHADER_EXT is reported by glGetShaderiv() for geometry
shaders
.
189
*
shaders
to it. The program object should link successfully.
368
* 1a. The
shaders
can have boilerplate implementation but should be
378
* 3. All
shaders
should compile successfully and the program object should
430
* 1a. The
shaders
can have boilerplate implementation but should be
444
* 3. All
shaders
should compile successfully and the program object should
673
*
shaders
are free to use boilerplate code. Create 5 geometry
shaders
, each
674
* using a different input primitive type allowed for geometry
shaders
[
all
...]
/external/deqp/external/openglcts/modules/glesext/gpu_shader5/
esextcGPUShader5FmaAccuracy.hpp
43
* Write two vertex
shaders
that using Euler method compute the approximate
47
* the Euler method. Both
shaders
should store the result in
75
* The
shaders
should be configurable by a uint uniform variable n
162
/*
Shaders
' code */
/external/deqp/modules/gles31/functional/
es31fAndroidExtensionPackES31ATests.cpp
257
// .
shaders
260
tcu::TestCaseGroup* const group = new tcu::TestCaseGroup(m_testCtx, "
shaders
", "Shader tests");
263
const std::vector<tcu::TestNode*>& children = shaderLibrary.loadShaderFile("
shaders
/es31/android_extension_pack.test");
270
const std::vector<tcu::TestNode*>& children = shaderLibrary.loadShaderFile("
shaders
/es32/android_extension_pack.test");
/external/llvm/include/llvm/IR/
CallingConv.h
181
/// Calling convention used for Mesa vertex
shaders
.
184
/// Calling convention used for Mesa geometry
shaders
.
187
/// Calling convention used for Mesa pixel
shaders
.
190
/// Calling convention used for Mesa compute
shaders
.
/external/mesa3d/src/gallium/drivers/r300/
r300_tgsi_to_rc.h
47
/* Vertex
shaders
have no half swizzles, and no way to handle them, so
/external/mesa3d/src/gallium/drivers/rbug/
rbug_context.h
79
struct rbug_list
shaders
;
member in struct:rbug_context
/external/mesa3d/src/gallium/state_trackers/nine/
nine_quirk.c
31
"Be lenient when translating
shaders
." },
/external/mesa3d/src/gallium/winsys/svga/drm/
vmw_shader.h
28
*
Shaders
for VMware SVGA winsys.
/external/mesa3d/src/mapi/glapi/gen/
ARB_ES2_compatibility.xml
33
<param name="
shaders
" type="const GLuint *"/>
/external/skia/debugger/
debuggermain.cpp
22
// Set numeric formatting to default. Otherwise
shaders
will have numbers with wrong comma.
/external/skqp/debugger/
debuggermain.cpp
22
// Set numeric formatting to default. Otherwise
shaders
will have numbers with wrong comma.
/external/skqp/gm/
localmatriximageshader.cpp
47
// Use isAImage() and confirm that the
shaders
will draw exactly the same (to the right by 100).
/external/skqp/src/gpu/glsl/
GrGLSLFragmentShaderBuilder.h
20
*
shaders
.
28
* Use of these features may require a GLSL extension to be enabled.
Shaders
may not compile
37
* are added to the
shaders
. If the feature is not supported then false will be returned.
236
// some state to verify
shaders
and effects are consistent, this is reset between effects by
/external/swiftshader/src/OpenGL/libGLESv2/
ResourceManager.h
96
gl::NameSpace<void> mProgramShaderNameSpace; //
Shaders
and programs share a namespace
/external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES2/
PVRTPrint3DShaders.h
6
@brief The
shaders
used by Print3D. Created by Filewrap 1.0. DO NOT EDIT.
/external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES3/
PVRTgles3Ext.h
20
// No binary
shaders
are allowed on the iphone and so this value is not defined
/external/swiftshader/third_party/llvm-subzero/include/llvm/IR/
CallingConv.h
181
/// Calling convention used for Mesa vertex
shaders
.
184
/// Calling convention used for Mesa geometry
shaders
.
187
/// Calling convention used for Mesa pixel
shaders
.
190
/// Calling convention used for Mesa compute
shaders
.
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