Searched refs:shader (Results 176 - 200 of 762) sorted by relevance

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/external/chromium_org/third_party/mesa/src/src/mesa/main/
H A Dshaderobj.c51 * If ptr is pointing to another shader, decrement its refcount (and delete
65 /* Unreference the old shader */
95 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader) argument
97 shader->RefCount = 1;
107 struct gl_shader *shader; local
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
112 shader->Type = type;
113 shader->Name = name;
114 _mesa_init_shader(ctx, shader);
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/external/mesa3d/src/mesa/main/
H A Dshaderobj.c51 * If ptr is pointing to another shader, decrement its refcount (and delete
65 /* Unreference the old shader */
95 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader) argument
97 shader->RefCount = 1;
107 struct gl_shader *shader; local
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
112 shader->Type = type;
113 shader->Name = name;
114 _mesa_init_shader(ctx, shader);
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/external/chromium_org/third_party/skia/gm/
H A Dbitmapshader.cpp38 static void adopt_shader(SkPaint* paint, SkShader* shader) { argument
39 paint->setShader(shader);
40 SkSafeUnref(shader);
76 // draw the shader with a bitmap mask
87 // clear the shader, colorized by a solid color with a bitmap mask
99 // draw the mask using the shader and a color
/external/chromium_org/third_party/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/chromium_org/ui/views/controls/
H A Dglow_hover_controller.cc99 skia::RefPtr<SkShader> shader = skia::AdoptRef( local
105 if (shader) {
109 paint.setShader(shader.get());
/external/skia/gm/
H A Dbitmapshader.cpp38 static void adopt_shader(SkPaint* paint, SkShader* shader) { argument
39 paint->setShader(shader);
40 SkSafeUnref(shader);
80 // draw the shader with a bitmap mask
91 // clear the shader, colorized by a solid color with a bitmap mask
103 // draw the mask using the shader and a color
/external/skia/src/core/
H A DSkFilterShader.cpp16 SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) { argument
17 fShader = shader;
18 shader->ref();
47 // if the filter doesn't support 16bit, clear the matching bit in the shader
51 // if the filter might change alpha, clear the opaque flag in the shader
/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/chromium_org/native_client_sdk/src/examples/api/video_decode/
H A Dvideo_decode.cc580 // shader program.
659 Shader shader; local
661 // Create shader program.
662 shader.program = gles2_if_->CreateProgram(context_->pp_resource());
664 shader.program, GL_VERTEX_SHADER, vertex_shader, strlen(vertex_shader));
665 CreateShader(shader.program,
669 gles2_if_->LinkProgram(context_->pp_resource(), shader.program);
670 gles2_if_->UseProgram(context_->pp_resource(), shader.program);
674 context_->pp_resource(), shader.program, "s_texture"),
678 shader
709 GLuint shader = gles2_if_->CreateShader(context_->pp_resource(), type); local
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/external/chromium_org/ppapi/examples/video_decode/
H A Dvideo_decode.cc581 // shader program.
660 Shader shader; local
662 // Create shader program.
663 shader.program = gles2_if_->CreateProgram(context_->pp_resource());
665 shader.program, GL_VERTEX_SHADER, vertex_shader, strlen(vertex_shader));
666 CreateShader(shader.program,
670 gles2_if_->LinkProgram(context_->pp_resource(), shader.program);
671 gles2_if_->UseProgram(context_->pp_resource(), shader.program);
675 context_->pp_resource(), shader.program, "s_texture"),
679 shader
710 GLuint shader = gles2_if_->CreateShader(context_->pp_resource(), type); local
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H A Dvideo_decode_dev.cc576 // shader program.
635 Shader shader; local
637 // Create shader program.
638 shader.program = gles2_if_->CreateProgram(context_->pp_resource());
639 CreateShader(shader.program, GL_VERTEX_SHADER, vertex_shader,
641 CreateShader(shader.program, GL_FRAGMENT_SHADER, fragment_shader,
643 gles2_if_->LinkProgram(context_->pp_resource(), shader.program);
644 gles2_if_->UseProgram(context_->pp_resource(), shader.program);
648 context_->pp_resource(), shader.program, "s_texture"), 0);
651 shader
675 GLuint shader = gles2_if_->CreateShader(context_->pp_resource(), type); local
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/external/chromium_org/chrome/browser/ui/views/
H A Ddetachable_toolbar_view.cc118 skia::RefPtr<SkShader> shader = gfx::CreateGradientShader( local
120 paint.setShader(shader.get());
129 shader = gfx::CreateGradientShader(
131 paint_down.setShader(shader.get());
/external/chromium_org/gpu/tools/compositor_model_bench/
H A Drender_tree.h166 void set_vertex_shader(ShaderID shader) { argument
167 vertex_shader_ = shader;
174 void set_fragment_shader(ShaderID shader) { argument
175 fragment_shader_ = shader;
/external/chromium_org/third_party/libjingle/source/talk/app/webrtc/objc/
H A DRTCOpenGLVideoRenderer.mm65 // Vertex shader doesn't do anything except pass coordinates through.
76 // Fragment shader converts YUV values from input textures into a final RGB
99 // Compiles a shader of the given |type| with GLSL source |source| and returns
100 // the shader handle or 0 on error.
102 GLuint shader = glCreateShader(type);
103 if (!shader) {
106 glShaderSource(shader, 1, &source, NULL);
107 glCompileShader(shader);
109 glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
111 glDeleteShader(shader);
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/external/chromium_org/third_party/mesa/src/doxygen/
H A DMakefile15 shader.doxy \
/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/xa/
H A Dxa_yuv.c59 struct xa_shader shader; local
64 shader = xa_shaders_get(r->shaders, vs_traits, fs_traits);
65 cso_set_vertex_shader_handle(r->cso, shader.vs);
66 cso_set_fragment_shader_handle(r->cso, shader.fs);
/external/chromium_org/third_party/skia/include/effects/
H A DSkTransparentShader.h21 TransparentShaderContext(const SkTransparentShader& shader, const ContextRec&);
/external/chromium_org/third_party/skia/src/core/
H A DSkBlitter.cpp606 Sk3DShaderContext(const Sk3DShader& shader, const ContextRec& rec,
608 : INHERITED(shader, rec)
721 // shader should never be recorded.
737 SkAutoTUnref<SkShader> shader(buffer.readShader());
738 return SkNEW_ARGS(Sk3DShader, (shader));
791 SkShader* shader = paint.getShader();
792 if (NULL == shader) {
863 SkShader* shader = origPaint.getShader();
872 shader3D = SkNEW_ARGS(Sk3DShader, (shader));
875 shader
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/external/chromium_org/ui/views/controls/menu/
H A Dmenu_image_util.cc54 skia::RefPtr<SkShader> shader = skia::AdoptRef( variable
61 paint.setShader(shader.get());
76 shader = skia::AdoptRef(
80 paint.setShader(shader.get());
/external/deqp/framework/referencerenderer/
H A DrrShaders.hpp38 * \brief Vertex shader input information
80 * \brief Fragment shader output information
94 * \brief Vertex shader interface
117 * \brief Fragment shader interface
119 * Fragment shader executes shading for list of fragment packets. See
140 * \brief Geometry shader input primitive type
154 * \brief Geometry shader output primitive type
166 * \brief Geometry shader interface
168 * Geometry shader executes a list of primitive packets and outputs
200 // Helpers for shader implementation
206 VertexShaderLoop(const Shader& shader) argument
225 FragmentShaderLoop(const Shader& shader) argument
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/external/mesa3d/doxygen/
H A DMakefile15 shader.doxy \
/external/mesa3d/src/gallium/state_trackers/xa/
H A Dxa_yuv.c59 struct xa_shader shader; local
64 shader = xa_shaders_get(r->shaders, vs_traits, fs_traits);
65 cso_set_vertex_shader_handle(r->cso, shader.vs);
66 cso_set_fragment_shader_handle(r->cso, shader.fs);
/external/skia/include/effects/
H A DSkTransparentShader.h21 TransparentShaderContext(const SkTransparentShader& shader, const ContextRec&);
/external/chromium_org/third_party/mesa/src/src/glsl/
H A Dlink_uniforms.cpp116 * If the same uniform is added multiple times (i.e., once for each shader
150 * Number of uniforms used in the current shader
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
170 /* Accumulate the total number of uniform slots used by this shader.
227 struct gl_shader *shader,
233 &shader->UniformBlocks[var->uniform_block];
238 shader->UniformBlocks[var->uniform_block].Name)) {
272 * that it was set while processing an earlier shader stage. For
273 * example, we may be processing the uniform in the fragment shader, bu
226 set_and_process(struct gl_shader_program *prog, struct gl_shader *shader, ir_variable *var) argument
456 link_update_uniform_buffer_variables(struct gl_shader *shader) argument
486 link_assign_uniform_block_offsets(struct gl_shader *shader) argument
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/external/mesa3d/src/glsl/
H A Dlink_uniforms.cpp116 * If the same uniform is added multiple times (i.e., once for each shader
150 * Number of uniforms used in the current shader
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
170 /* Accumulate the total number of uniform slots used by this shader.
227 struct gl_shader *shader,
233 &shader->UniformBlocks[var->uniform_block];
238 shader->UniformBlocks[var->uniform_block].Name)) {
272 * that it was set while processing an earlier shader stage. For
273 * example, we may be processing the uniform in the fragment shader, bu
226 set_and_process(struct gl_shader_program *prog, struct gl_shader *shader, ir_variable *var) argument
456 link_update_uniform_buffer_variables(struct gl_shader *shader) argument
486 link_assign_uniform_block_offsets(struct gl_shader *shader) argument
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