/external/deqp/framework/randomshaders/ |
H A D | rsgProgramGenerator.hpp | 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
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H A D | rsgTest.cpp | 51 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);
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H A D | rsgProgramGenerator.cpp | 44 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
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H A D | rsgProgramExecutor.hpp | 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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H A D | rsgUtils.hpp | 38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
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H A D | rsgProgramExecutor.cpp | 211 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);
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/ |
H A D | DynamicHLSL.h | 61 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;
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H A D | DynamicHLSL.cpp | 228 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 [all...] |
H A D | ProgramD3D.h | 55 bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
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H A D | ProgramD3D.cpp | 128 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))
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/external/chromium_org/third_party/angle/tests/angle_tests/ |
H A D | GLSLTest.cpp | 105 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 [all...] |
/external/deqp/modules/glshared/ |
H A D | glsRandomShaderProgram.cpp | 70 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, [all...] |
H A D | glsRandomShaderProgram.hpp | 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
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H A D | glsAttributeLocationTests.cpp | 419 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); [all...] |
/external/chromium_org/third_party/libjingle/source/talk/app/webrtc/objc/ |
H A D | RTCOpenGLVideoRenderer.mm | 119 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);
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/external/deqp/modules/egl/ |
H A D | teglSwapBuffersTests.cpp | 136 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) [all...] |
H A D | teglNativeColorMappingTests.cpp | 101 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) [all...] |
H A D | teglNativeCoordMappingTests.cpp | 101 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) [all...] |
H A D | teglGLES2SharingTests.cpp | 389 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 [all...] |
H A D | teglGLES2SharedRenderingPerfTests.cpp | 320 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);
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/external/deqp/framework/referencerenderer/ |
H A D | rrRenderer.hpp | 64 , fragmentShader (fragmentShader_) 70 const FragmentShader* fragmentShader; member in struct:rr::Program
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H A D | rrRenderer.cpp | 1036 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 [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/ |
H A D | ProgramImpl.h | 46 virtual bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
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/external/chromium_org/third_party/angle/src/libGLESv2/ |
H A D | ProgramBinary.h | 156 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);
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H A D | ProgramBinary.cpp | 1034 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, ®isters, &linkedVaryings, &mOutputVariables)) 1613 if (!linkUniforms(infoLog, *vertexShader, *fragmentShader, caps)) 1628 if (!linkUniformBlocks(infoLog, *vertexShader, *fragmentShader, cap [all...] |