/external/webkit/Source/WebCore/platform/graphics/skia/ |
H A D | ImageSkia.cpp | 362 SkShader* shader; local 403 shader = SkShader::CreateBitmapShader(resampled, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode); 411 shader = SkShader::CreateBitmapShader(srcSubset, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode); 424 shader->setLocalMatrix(matrix); 427 paint.setShader(shader)->unref();
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
H A D | RenderManager.java | 45 import com.jme3.shader.Uniform;
46 import com.jme3.shader.UniformBinding;
47 import com.jme3.shader.VarType;
80 private boolean shader;
field in class:RenderManager 103 //this.shader = renderer.getCaps().contains(Caps.GLSL100);
593 if (shader) {
977 if (shader) {
1157 this.shader = renderer.getCaps().contains(Caps.GLSL100);
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/external/skia/src/pdf/ |
H A D | SkPDFShader.cpp | 296 explicit State(const SkShader& shader, const SkMatrix& canvasTransform, 346 void SkPDFShader::RemoveShader(SkPDFObject* shader) { argument 348 ShaderCanonicalEntry entry(shader, NULL); 355 SkPDFObject* SkPDFShader::GetPDFShader(const SkShader& shader, argument 360 SkAutoTDelete<State> shaderState(new State(shader, matrix, surfaceBBox)); 787 SkPDFShader::State::State(const SkShader& shader, argument 795 shader.getLocalMatrix(&fShaderTransform); 798 fType = shader.asAGradient(&fInfo); 803 bitmapType = shader.asABitmap(&fImage, &matrix, fImageTileModes, NULL); 816 shader [all...] |
H A D | SkPDFDevice.cpp | 373 // PDF treats a shader as a color, so we only set one or the other. 1389 // PDF treats a shader as a color, so we only set one or the other. 1391 const SkShader* shader = paint.getShader(); local 1393 if (shader) { 1395 // we need to apply the current transform to the shader parameters. 1402 pdfShader = SkPDFShader::GetPDFShader(*shader, transform, bounds); 1416 // A color shader is treated as an invalid shader so we don't have 1417 // to set a shader just for a color. 1422 // Check for a color shader [all...] |
/external/skia/src/views/ |
H A D | SkListView.cpp | 540 SkShader* shader = SkShader::CreateBitmapShader(fBGRef->bitmap(), false, SkPaint::kNo_FilterType, SkShader::kClamp_TileMode); local 541 paint.setShader(shader)->unref(); 727 SkShader* shader = SkShader::CreateBitmapShader(bm, false, SkPaint::kNo_FilterType, SkShader::kClamp_TileMode); local 728 p.setShader(shader)->unref(); 730 shader->setLocalMatrix(matrix);
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/external/skia/tests/ |
H A D | CanvasTest.cpp | 298 SkShader* shader = SkShader::CreateBitmapShader(kTestBitmap, local 300 paint.setShader(shader)->unref();
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/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
H A D | Program.cpp | 83 bool Program::attachShader(Shader *shader) argument 85 if (shader->getType() == GL_VERTEX_SHADER) 92 mVertexShader = (VertexShader*)shader; 95 else if (shader->getType() == GL_FRAGMENT_SHADER) 102 mFragmentShader = (FragmentShader*)shader; 110 bool Program::detachShader(Shader *shader) argument 112 if (shader->getType() == GL_VERTEX_SHADER) 114 if (mVertexShader != shader) 122 else if (shader->getType() == GL_FRAGMENT_SHADER) 124 if (mFragmentShader != shader) [all...] |
/external/chromium/chrome/browser/download/ |
H A D | download_util.cc | 440 SkShader* shader = local 447 shader->setLocalMatrix(shader_scale); 448 foreground_paint.setShader(shader); 450 shader->unref();
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/external/chromium/chrome/browser/ui/views/autocomplete/ |
H A D | autocomplete_popup_contents_view.cc | 517 // shader to fill a path representing the round-rect clipping region. This 532 SkShader* shader = SkShader::CreateBitmapShader( local 536 paint.setShader(shader); 537 shader->unref();
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/external/chromium/chrome/browser/ui/views/tabs/ |
H A D | tab.cc | 416 SkShader* shader = SkGradientShader::CreateRadial( local 423 paint.setShader(shader); 424 shader->unref(); 594 SkShader* shader = SkGradientShader::CreateRadial( local 603 if (shader) { 604 paint.setShader(shader); 605 shader->unref();
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/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/ |
H A D | LwjglGL1Renderer.java | 19 import com.jme3.shader.Shader; 20 import com.jme3.shader.Shader.ShaderSource; 564 // as the one used in the lighting shader. 1137 public void setShader(Shader shader) { argument 1140 public void deleteShader(Shader shader) { argument
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H A D | LwjglRenderer.java | 46 import com.jme3.shader.Attribute;
47 import com.jme3.shader.Shader;
48 import com.jme3.shader.Shader.ShaderSource;
49 import com.jme3.shader.Shader.ShaderType;
50 import com.jme3.shader.Uniform;
760 protected void updateUniformLocation(Shader shader, Uniform uniform) {
argument 764 int loc = glGetUniformLocation(shader.getId(), nameBuf);
767 // uniform is not declared in shader
768 logger.log(Level.INFO, "Uniform {0} is not declared in shader {1}.", new Object[]{uniform.getName(), shader 774 bindProgram(Shader shader) argument 786 updateUniform(Shader shader, Uniform uniform) argument 886 updateShaderUniforms(Shader shader) argument 897 resetUniformLocations(Shader shader) argument 1024 updateShaderData(Shader shader) argument 1111 setShader(Shader shader) argument 1150 deleteShader(Shader shader) argument [all...] |
/external/mesa3d/src/glsl/ |
H A D | linker.cpp | 31 * In the first stage shaders are partitioned into groups based on the shader 35 * - Undefined references in each shader are resolve to definitions in 36 * another shader. 42 * The result, in the terminology of the GLSL spec, is a set of shader 46 * on each of the shader executables. 48 * - Each shader executable must define a \c main function. 49 * - Each vertex shader executable must write to \c gl_Position. 50 * - Each fragment shader executable must write to either \c gl_FragData or 53 * In the final stage individual shader executables are linked to create a 56 * - Types of uniforms defined in multiple shader stage 248 validate_vertex_shader_executable(struct gl_shader_program *prog, struct gl_shader *shader) argument 272 validate_fragment_shader_executable(struct gl_shader_program *prog, struct gl_shader *shader) argument [all...] |
/external/mesa3d/src/pixelflinger2/ |
H A D | shader.cpp | 137 extern "C" void compile_shader(const struct gl_context *ctx, struct gl_shader *shader); 151 gl_shader * shader = _mesa_new_shader(NULL, 0, type); local 152 if (!shader) 154 assert(1 == shader->RefCount); 155 return shader; 158 void GGLShaderSource(gl_shader_t * shader, GLsizei count, const char ** string, const int * length) argument 160 hieralloc_free(const_cast<GLchar *>(shader->Source)); 165 shader->Source = hieralloc_strndup_append(const_cast<GLchar *>(shader->Source), string[i], len); 167 // ALOGD("pf2: GGLShaderSource: \n '%s' \n", shader 170 GGLShaderCompile(gl_shader * shader, const char * glsl, const char ** infoLog) argument 183 ShaderCompile(const GGLInterface * iface, gl_shader * shader, const char * glsl, const char ** infoLog) argument 195 GGLShaderDelete(gl_shader * shader) argument 206 ShaderDelete(const GGLInterface * iface, gl_shader * shader) argument 238 GGLShaderAttach(gl_shader_program * program, gl_shader * shader) argument 256 ShaderAttach(const GGLInterface * iface, gl_shader_program * program, gl_shader * shader) argument 292 GetShaderKey(const GGLState * ctx, const gl_shader * shader, ShaderKey * key) argument 369 const gl_shader * shader; member in struct:SymbolLookupContext 393 CodeGen(Instance * instance, const char * mainName, gl_shader * shader, gl_shader_program * program, const GGLState * gglCtx) argument 450 gl_shader * shader = program->_LinkedShaders[i]; local 600 GGLShaderDetach(gl_shader_program * program, gl_shader * shader) argument 615 ShaderDetach(const GGLInterface * iface, gl_shader_program * program, gl_shader * shader) argument 647 GGLShaderGetiv(const gl_shader_t * shader, const GLenum pname, GLint * params) argument 671 GGLShaderGetInfoLog(const gl_shader_t * shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) argument [all...] |
/external/skia/samplecode/ |
H A D | SampleSlides.cpp | 233 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, NULL); local 234 paint.setShader(shader); 236 shader->unref();
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/external/skia/src/core/ |
H A D | SkBlitter_RGB16.cpp | 130 // used only if the shader can perform shadSpan16 702 SkShader* shader = fShader; local 704 int alpha = shader->getSpan16Alpha(); 706 shader->shadeSpan16(x, y, device, width); 709 shader->shadeSpan16(x, y, span16, width); 715 SkShader* shader = fShader; local 718 int alpha = shader->getSpan16Alpha(); 722 // have the shader blit directly into the device the first time 723 shader->shadeSpan16(x, y, dst, width); 734 shader 762 SkShader* shader = fShader; local 854 SkShader* shader = fShader; local 894 SkShader* shader = fShader; local 971 SkShader* shader = fShader; local 1028 SkShader* shader = paint.getShader(); local [all...] |
H A D | SkPicturePlayback.cpp | 1005 const SkShader* shader = paint.getShader(); local 1006 if (shader != defaultPaint.getShader()) 1008 "{kShader, %p}, ", shader);
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/external/webkit/Source/WebCore/platform/graphics/android/context/ |
H A D | PlatformGraphicsContextSkia.cpp | 234 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local 237 shader->setLocalMatrix(matrix); 241 paint.setShader(shader);
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
H A D | ShaderProgram.cpp | 109 // might create redundant copy when uniforms in fragment shader changed. 192 GLuint shader = glCreateShader(shaderType); local 193 if (shader) { 194 glShaderSource(shader, 1, &pSource, 0); 195 glCompileShader(shader); 197 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 200 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 204 glGetShaderInfoLog(shader, infoLen, 0, buf); 205 ALOGE("could not compile shader %d:\n%s\n", shaderType, buf); 208 glDeleteShader(shader); [all...] |
/external/webkit/Source/WebKit/chromium/src/ |
H A D | GraphicsContext3DChromium.cpp | 551 String GraphicsContext3DInternal::getShaderInfoLog(Platform3DObject shader) argument 553 return m_impl->getShaderInfoLog(shader); 556 String GraphicsContext3DInternal::getShaderSource(Platform3DObject shader) argument 558 return m_impl->getShaderSource(shader); 600 void GraphicsContext3DInternal::shaderSource(Platform3DObject shader, const String& string) argument 602 m_impl->shaderSource(shader, string.utf8().data());
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/external/chromium/chrome/browser/ui/gtk/ |
H A D | gtk_theme_service.cc | 1008 SkShader* shader = gfx::CreateGradientShader( local 1013 paint.setShader(shader); 1014 shader->unref();
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/external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/ |
H A D | OGLESShaderRenderer.java | 48 import com.jme3.shader.Attribute; 49 import com.jme3.shader.Shader; 50 import com.jme3.shader.Shader.ShaderSource; 51 import com.jme3.shader.Shader.ShaderType; 52 import com.jme3.shader.Uniform; 188 // TODO: When new versions of OpenGL ES shader language come out, 743 protected void updateUniformLocation(Shader shader, Uniform uniform) { argument 748 logger.log(Level.INFO, "GLES20.glGetUniformLocation({0}, {1})", new Object[]{shader.getId(), uniform.getName()}); 750 int loc = GLES20.glGetUniformLocation(shader.getId(), uniform.getName()); 754 // uniform is not declared in shader 763 updateUniform(Shader shader, Uniform uniform) argument 921 updateShaderUniforms(Shader shader) argument 932 resetUniformLocations(Shader shader) argument 1078 updateShaderData(Shader shader) argument 1185 setShader(Shader shader) argument 1275 deleteShader(Shader shader) argument [all...] |
/external/mesa3d/src/glsl/glcpp/ |
H A D | glcpp-lex.c | 2673 glcpp_lex_set_source_string(glcpp_parser_t *parser, const char *shader) argument 2675 glcpp__scan_string(shader,parser->scanner);
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/external/skia/src/gpu/gl/ |
H A D | GrGLCreateNullInterface.cpp | 14 GrGLvoid GR_GL_FUNCTION_TYPE nullGLAttachShader(GrGLuint program, GrGLuint shader) {} argument 27 GrGLvoid GR_GL_FUNCTION_TYPE nullGLCompileShader(GrGLuint shader) {} argument 50 GrGLvoid GR_GL_FUNCTION_TYPE nullGLShaderSource(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length) {} argument 284 // used for both the program and shader info logs 294 // used for both the program and shader params
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H A D | GrGLProgram.cpp | 301 * Create a blend_coeff * value string to be used in shader code. Sets empty 344 * Adds a line to the fragment shader code which modifies the color by 360 * Adds code to the fragment shader code which modifies the color by 851 // we don't need to compute coverage at all if we know the final shader 1157 GrGLuint shader; local 1158 GL_CALL_RET(shader, CreateShader(type)); 1159 if (0 == shader) { 1164 GL_CALL(ShaderSource(shader, stringCnt, strings, stringLengths)); 1165 GL_CALL(CompileShader(shader)); 1166 GL_CALL(GetShaderiv(shader, GR_GL_COMPILE_STATU [all...] |