Searched refs:fragmentShader (Results 1 - 25 of 39) sorted by relevance

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/external/deqp/framework/randomshaders/
H A DrsgProgramGenerator.hpp39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
H A DrsgTest.cpp51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT);
54 generator.generate(programParams, vertexShader, fragmentShader);
57 std::cout << "Fragment shader:\n--\n" << fragmentShader.getSource() << "--\n";
63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms);
70 executor.execute(vertexShader, fragmentShader, uniformValues);
H A DrsgProgramGenerator.cpp44 Shader& fragmentShader)
55 shaderGen.generate(programParams.fragmentParameters, fragmentShader, emptyOutputs);
63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
41 generate( const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader) argument
H A DrsgProgramExecutor.hpp51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
H A DrsgUtils.hpp38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
H A DrsgProgramExecutor.cpp211 void ProgramExecutor::execute (const Shader& vertexShader, const Shader& fragmentShader, const vector<VariableValue>& uniformValues) argument
285 const vector<ShaderInput*>& inputs = fragmentShader.getInputs();
290 fragmentShader.getOutputs(outputs);
339 fragmentShader.execute(execCtx);
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/
H A DDynamicHLSL.h61 int packVaryings(gl::InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader,
69 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
76 std::string generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
93 void defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, gl::VariableLocation> *programOutputVars) const;
94 std::string generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
H A DDynamicHLSL.cpp228 int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader, argument
235 fragmentShader->resetVaryingsRegisterAssignment();
239 std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
667 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
679 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
680 bool usesFragColor = fragmentShader->mUsesFragColor;
681 bool usesFragData = fragmentShader->mUsesFragData;
682 bool usesFragCoord = fragmentShader->mUsesFragCoord;
683 bool usesPointCoord = fragmentShader->mUsesPointCoord;
703 const bool broadcast = (fragmentShader
665 generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing, std::string& pixelHLSL, std::string& vertexHLSL, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings, std::vector<LinkedVarying> *linkedVaryings, std::map<int, VariableLocation> *programOutputVars, std::vector<PixelShaderOutputVariable> *outPixelShaderKey, bool *outUsesFragDepth) const argument
969 defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const argument
997 generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const argument
1004 generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const argument
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H A DProgramD3D.h55 bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
H A DProgramD3D.cpp128 bool ProgramD3D::link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, argument
133 rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
150 if (!gl::ProgramBinary::linkVaryings(infoLog, fragmentShader, vertexShader))
/external/chromium_org/third_party/angle/tests/angle_tests/
H A DGLSLTest.cpp105 void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, std::string* fragmentShader, std::string* vertexShader) argument
194 fragmentShader->clear();
195 fragmentShader->append("precision highp float;\n");
196 fragmentShader->append(varyingDeclaration);
197 fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
202 fragmentShader->append("\tretColor += vec4(");
206 fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
212 fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
216 fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
219 fragmentShader
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/external/deqp/modules/glshared/
H A DglsRandomShaderProgram.cpp70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) argument
73 << sglr::pdec::FragmentSource(fragmentShader.getSource());
81 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) argument
99 generateProgramDeclaration(decl, vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms);
131 RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) argument
132 : sglr::ShaderProgram (generateProgramDeclaration(vertexShader, fragmentShader, numUnifiedUniforms, unifiedUniforms))
134 , m_fragmentShader (fragmentShader)
138 , m_fragColorVar (findShaderOutputByLocation(fragmentShader,
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H A DglsRandomShaderProgram.hpp44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
H A DglsAttributeLocationTests.cpp419 const deUint32 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER); local
430 gl.shaderSource(fragmentShader, 1, &fragmentShaderString, DE_NULL);
436 gl.compileShader(fragmentShader);
440 gl.attachShader(program, fragmentShader);
445 const bool fragmentCompileOk = getShaderCompileStatus(gl, fragmentShader);
448 const string fragmentShaderInfoLog = getShaderInfoLog(gl, fragmentShader);
457 gl.deleteShader(fragmentShader);
459 return pair<deUint32, deUint32>(vertexShader, fragmentShader);
466 if (fragmentShader != 0)
467 gl.deleteShader(fragmentShader);
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/external/chromium_org/third_party/libjingle/source/talk/app/webrtc/objc/
H A DRTCOpenGLVideoRenderer.mm119 GLuint CreateProgram(GLuint vertexShader, GLuint fragmentShader) {
120 if (vertexShader == 0 || fragmentShader == 0) {
128 glAttachShader(program, fragmentShader);
281 GLuint fragmentShader =
283 NSAssert(fragmentShader, @"failed to create fragment shader");
284 _program = CreateProgram(vertexShader, fragmentShader);
289 if (fragmentShader) {
290 glDeleteShader(fragmentShader);
/external/deqp/modules/egl/
H A DteglSwapBuffersTests.cpp136 deUint32 fragmentShader = 0; local
149 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER);
157 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, DE_NULL);
158 gl.compileShader(fragmentShader);
178 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentCompileStatus);
179 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength);
183 gl.getShaderInfoLog(fragmentShader, (glw::GLsizei)fragmentInfoLog.length(), &infoLogLength, &(fragmentInfoLog[0]));
190 gl.attachShader(program, fragmentShader);
220 gl.deleteShader(fragmentShader);
233 if (fragmentShader)
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H A DteglNativeColorMappingTests.cpp101 deUint32 fragmentShader = 0; local
114 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER);
122 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, DE_NULL);
123 gl.compileShader(fragmentShader);
143 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentCompileStatus);
144 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength);
148 gl.getShaderInfoLog(fragmentShader, (glw::GLsizei)fragmentInfoLog.length(), &infoLogLength, &(fragmentInfoLog[0]));
155 gl.attachShader(program, fragmentShader);
185 gl.deleteShader(fragmentShader);
198 if (fragmentShader)
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H A DteglNativeCoordMappingTests.cpp101 deUint32 fragmentShader = 0; local
114 fragmentShader = gl.createShader(GL_FRAGMENT_SHADER);
122 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, DE_NULL);
123 gl.compileShader(fragmentShader);
143 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentCompileStatus);
144 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &infoLogLength);
148 gl.getShaderInfoLog(fragmentShader, (glw::GLsizei)fragmentInfoLog.length(), &infoLogLength, &(fragmentInfoLog[0]));
155 gl.attachShader(program, fragmentShader);
185 gl.deleteShader(fragmentShader);
198 if (fragmentShader)
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H A DteglGLES2SharingTests.cpp389 const char* fragmentShader = "" local
396 Program program(vertexShader, fragmentShader);
565 const char* fragmentShader = "" local
573 Program program(vertexShader, fragmentShader);
701 const char* fragmentShader = "" local
708 m_program = new Program(vertexShader, fragmentShader);
854 const char* fragmentShader = "" local
872 GLU_CHECK_CALL(glShaderSource(m_shader, 1, &fragmentShader, NULL));
898 m_log << tcu::TestLog::Message << fragmentShader << tcu::TestLog::EndMessage;
932 const char* fragmentShader local
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H A DteglGLES2SharedRenderingPerfTests.cpp320 GLuint fragmentShader = gl.createShader(GL_FRAGMENT_SHADER); local
343 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
366 gl.shaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
372 gl.compileShader(fragmentShader);
400 gl.getShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
408 gl.getShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &length);
412 gl.getShaderInfoLog(fragmentShader, (GLsizei)log.size(), &length, &(log[0]));
424 gl.attachShader(program, fragmentShader);
454 gl.deleteShader(fragmentShader);
/external/deqp/framework/referencerenderer/
H A DrrRenderer.hpp64 , fragmentShader (fragmentShader_)
70 const FragmentShader* fragmentShader; member in struct:rr::Program
H A DrrRenderer.cpp1036 const size_t numOutputs = program.fragmentShader->getOutputs().size();
1120 FragmentShadingContext shadingContext(triangle.v0->outputs, triangle.v1->outputs, triangle.v2->outputs, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, triangle.v2->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
1153 program.fragmentShader->shadeFragments(&buffers.fragmentPackets[0], numRasterizedPackets, shadingContext);
1177 FragmentShadingContext shadingContext (line.v0->outputs, line.v1->outputs, DE_NULL, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, line.v1->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
1206 program.fragmentShader->shadeFragments(&buffers.fragmentPackets[0], numRasterizedPackets, shadingContext);
1243 FragmentShadingContext shadingContext(point.v0->outputs, DE_NULL, DE_NULL, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, point.v0->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
1271 program.fragmentShader->shadeFragments(&buffers.fragmentPackets[0], numRasterizedPackets, shadingContext);
1291 const int numFragmentOutputs = (int)program.fragmentShader->getOutputs().size();
1521 if (command.program.geometryShader->getOutputs() != command.program.fragmentShader->getInputs())
1526 if (command.program.vertexShader->getOutputs() != command.program.fragmentShader
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/
H A DProgramImpl.h46 virtual bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
/external/chromium_org/third_party/angle/src/libGLESv2/
H A DProgramBinary.h156 bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, Shader *fragmentShader, Shader *vertexShader,
197 static bool linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader);
224 bool linkUniforms(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
232 bool linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
244 void defineOutputVariables(Shader *fragmentShader);
H A DProgramBinary.cpp1034 bool ProgramBinary::linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader)
1036 std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
1570 bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBindings, Shader *fragmentShader, Shader *vertexShader,
1573 if (!fragmentShader || !fragmentShader->isCompiled())
1577 ASSERT(fragmentShader->getType() == GL_FRAGMENT_SHADER);
1593 rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
1599 if (!mProgram->link(infoLog, fragmentShader, vertexShader, transformFeedbackVaryings, &registers, &linkedVaryings, &mOutputVariables))
1613 if (!linkUniforms(infoLog, *vertexShader, *fragmentShader, caps))
1628 if (!linkUniformBlocks(infoLog, *vertexShader, *fragmentShader, cap
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