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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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