Searched defs:shader (Results 1 - 25 of 83) sorted by relevance

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/external/jmonkeyengine/engine/src/core/com/jme3/shader/
H A DAttribute.java33 package com.jme3.shader;
36 * An attribute is a shader variable mapping to a VertexBuffer data
H A DShaderUtils.java33 package com.jme3.shader;
H A DShaderVariable.java33 package com.jme3.shader;
41 // if -1, not defined in shader
46 * Name of the uniform as was declared in the shader.
53 * True if the shader value was changed.
H A DDefineList.java33 package com.jme3.shader;
H A DShaderKey.java33 package com.jme3.shader;
H A DVarType.java33 package com.jme3.shader;
H A DUniform.java33 package com.jme3.shader;
H A DUniformBinding.java33 package com.jme3.shader;
/external/skia/src/animator/
H A DSkDrawShader.cpp32 if (fPaint->shader != (SkDrawShader*) -1)
34 fPaint->shader = this;
39 void SkDrawShader::addPostlude(SkShader* shader) { argument
41 shader->setLocalMatrix(matrix->getMatrix());
59 if (fPaint->shader != (SkDrawShader*) -1)
61 fPaint->shader = this;
70 // note: bitmap shader now supports independent tile modes for X and Y
76 SkShader* shader = SkShader::CreateBitmapShader(image->fBitmap,
79 SkAutoTDelete<SkShader> autoDel(shader);
80 addPostlude(shader);
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/external/mesa3d/src/mesa/main/
H A Dshaderobj.c18 struct gl_shader * shader = (struct gl_shader *)_hieralloc_zero(ctx, sizeof(struct gl_shader), "zr:gl_shader"); local
19 if (shader) {
20 shader->Type = type;
21 shader->Name = name;
22 shader->RefCount = 1;
24 return shader;
27 void _mesa_delete_shader(const void * ctx, struct gl_shader *shader) argument
29 if (!shader)
31 if (shader->RefCount > 1) {
32 shader
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/external/mesa3d/src/glsl/
H A Dmain.cpp49 compile_shader(const struct gl_context *ctx, struct gl_shader *shader) argument
52 new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader);
54 const char *source = shader->Source;
72 shader->ir = new(shader) exec_list;
74 _mesa_ast_to_hir(shader->ir, state);
78 validate_ir_tree(shader->ir);
79 _mesa_print_ir(shader
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/external/skia/src/views/
H A DSkParsePaint.cpp16 if ((node = dom.getFirstChild(node, "shader")) == NULL)
106 SkShader* shader = inflate_shader(dom, node); local
107 if (shader)
108 paint->setShader(shader)->unref();
/external/skia/tests/
H A DShaderOpacityTest.cpp18 SkShader* shader = SkShader::CreateBitmapShader(bmp, local
20 REPORTER_ASSERT(reporter, shader);
21 REPORTER_ASSERT(reporter, !shader->isOpaque());
22 shader->unref();
28 shader = SkShader::CreateBitmapShader(bmp,
30 REPORTER_ASSERT(reporter, shader);
31 REPORTER_ASSERT(reporter, !shader->isOpaque());
32 shader->unref();
36 shader = SkShader::CreateBitmapShader(bmp,
38 REPORTER_ASSERT(reporter, shader);
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H A DDeferredCanvasTest.cpp110 SkShader* shader = SkShader::CreateBitmapShader(bmp, local
112 paint.setShader(shader)->unref();
132 SkShader* shader = SkShader::CreateBitmapShader(bmp, local
134 paint.setShader(shader)->unref();
/external/mesa3d/src/glsl/glcpp/
H A Dglcpp.c112 const char *shader; local
119 shader = load_text_file (ctx, filename);
120 if (shader == NULL)
123 ret = preprocess(ctx, &shader, &info_log, NULL, API_OPENGL);
125 printf("%s", shader);
H A Dpp.c67 in_directive(const char *shader, const char *ptr) argument
69 assert(ptr >= shader);
72 for (; ptr >= shader && *ptr != '#'; ptr--) {
76 if (ptr >= shader) {
78 for (ptr--; ptr >= shader && isblank(*ptr); ptr--);
80 if (ptr < shader || *ptr == '\n')
91 remove_line_continuations(glcpp_parser_t *ctx, const char *shader) argument
96 const char *search_start = shader;
102 int n = newline - shader;
118 if (in_directive(shader, backslas
145 preprocess(void *hieralloc_ctx, const char **shader, char **info_log, const struct gl_extensions *extensions, int api) argument
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/external/webkit/Source/WebCore/html/canvas/
H A DWebGLProgram.cpp118 bool WebGLProgram::attachShader(WebGLShader* shader) argument
120 if (!shader || !shader->object())
122 switch (shader->getType()) {
126 m_vertexShader = shader;
131 m_fragmentShader = shader;
138 bool WebGLProgram::detachShader(WebGLShader* shader) argument
140 if (!shader || !shader->object())
142 switch (shader
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/external/webkit/Source/WebCore/platform/graphics/chromium/
H A DProgramBinding.cpp56 LOG_ERROR("Failed to create shader program");
64 unsigned shader = m_context->createShader(type); local
65 if (!shader)
68 GLC(m_context, m_context->shaderSource(shader, sourceString));
69 GLC(m_context, m_context->compileShader(shader));
71 GLC(m_context, m_context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compiled));
73 GLC(m_context, m_context->deleteShader(shader));
76 return shader;
83 LOG_ERROR("Failed to create vertex shader");
90 LOG_ERROR("Failed to create fragment shader");
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/external/jmonkeyengine/engine/src/core-plugins/com/jme3/shader/plugins/
H A DGLSLLoader.java33 package com.jme3.shader.plugins;
196 // The input stream provided is for the vertex shader,
197 // to retrieve the fragment shader, use the content manager
205 // fragment shader
/external/skia/samplecode/
H A DSampleRepeatTile.cpp41 SkShader* shader = SkShader::CreateBitmapShader(bm, tm, tm); local
42 paint->setShader(shader)->unref();
H A DSampleShaders.cpp42 SkShader* shader = new SkComposeShader(shaderB, shaderA, mode); local
47 return shader;
/external/webkit/Source/WebCore/platform/graphics/android/rendering/
H A DTileTexture.cpp126 ShaderProgram* shader = TilesManager::instance()->shader(); local
141 shader->drawQuad(&data);
145 shader->drawQuad(&data);
/external/webkit/Source/WebCore/platform/graphics/gpu/
H A DShader.cpp83 unsigned shader = context->createShader(type); local
84 if (!shader)
87 context->shaderSource(shader, shaderSource);
88 context->compileShader(shader);
90 context->getShaderiv(shader, GraphicsContext3D::COMPILE_STATUS, &compileStatus);
92 String infoLog = context->getShaderInfoLog(shader);
94 context->deleteShader(shader);
97 return shader;
/external/jmonkeyengine/engine/src/core/com/jme3/material/
H A DTechnique.java36 import com.jme3.shader.*;
53 private Shader shader; field in class:Technique
90 * Returns the shader currently used by this technique instance.
95 * @return the shader currently used by this technique instance.
98 return shader;
119 if (shader != null) {
132 if (shader != null) {
136 shader.removeUniform(paramName);
141 Uniform u = shader.getUniform(paramName);
179 * Prepares the technique for use by loading the shader an
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/
H A DStatistics.java36 import com.jme3.shader.Shader;
131 * Called by the Renderer when a shader has been utilized.
133 * @param shader The shader that was used
134 * @param wasSwitched If true, the shader has required a state switch
136 public void onShaderUse(Shader shader, boolean wasSwitched){ argument
137 assert shader.getId() >= 1;
139 if (!shadersUsed.contains(shader.getId()))
140 shadersUsed.add(shader.getId());
205 * Called by the Renderer when it creates a new shader
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