Searched defs:shader (Results 51 - 75 of 83) sorted by relevance

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/external/webkit/Source/WebCore/platform/graphics/skia/
H A DImageSkia.cpp362 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();
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/
H A DRenderManager.java45 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);
/external/skia/src/pdf/
H A DSkPDFShader.cpp296 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
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H A DSkPDFDevice.cpp373 // 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
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/external/skia/src/views/
H A DSkListView.cpp540 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);
/external/skia/tests/
H A DCanvasTest.cpp298 SkShader* shader = SkShader::CreateBitmapShader(kTestBitmap, local
300 paint.setShader(shader)->unref();
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
H A DProgram.cpp83 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)
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/external/chromium/chrome/browser/download/
H A Ddownload_util.cc440 SkShader* shader = local
447 shader->setLocalMatrix(shader_scale);
448 foreground_paint.setShader(shader);
450 shader->unref();
/external/chromium/chrome/browser/ui/views/autocomplete/
H A Dautocomplete_popup_contents_view.cc517 // 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();
/external/chromium/chrome/browser/ui/views/tabs/
H A Dtab.cc416 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();
/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/
H A DLwjglGL1Renderer.java19 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
H A DLwjglRenderer.java46 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
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/external/mesa3d/src/glsl/
H A Dlinker.cpp31 * 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
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/external/mesa3d/src/pixelflinger2/
H A Dshader.cpp137 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
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/external/skia/samplecode/
H A DSampleSlides.cpp233 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, NULL); local
234 paint.setShader(shader);
236 shader->unref();
/external/skia/src/core/
H A DSkBlitter_RGB16.cpp130 // 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
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H A DSkPicturePlayback.cpp1005 const SkShader* shader = paint.getShader(); local
1006 if (shader != defaultPaint.getShader())
1008 "{kShader, %p}, ", shader);
/external/webkit/Source/WebCore/platform/graphics/android/context/
H A DPlatformGraphicsContextSkia.cpp234 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local
237 shader->setLocalMatrix(matrix);
241 paint.setShader(shader);
/external/webkit/Source/WebCore/platform/graphics/android/rendering/
H A DShaderProgram.cpp109 // 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);
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/external/webkit/Source/WebKit/chromium/src/
H A DGraphicsContext3DChromium.cpp551 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());
/external/chromium/chrome/browser/ui/gtk/
H A Dgtk_theme_service.cc1008 SkShader* shader = gfx::CreateGradientShader( local
1013 paint.setShader(shader);
1014 shader->unref();
/external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/
H A DOGLESShaderRenderer.java48 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
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/external/mesa3d/src/glsl/glcpp/
H A Dglcpp-lex.c2673 glcpp_lex_set_source_string(glcpp_parser_t *parser, const char *shader) argument
2675 glcpp__scan_string(shader,parser->scanner);
/external/skia/src/gpu/gl/
H A DGrGLCreateNullInterface.cpp14 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
H A DGrGLProgram.cpp301 * 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
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