/external/mesa3d/src/gallium/state_trackers/xa/ |
H A D | xa_yuv.c | 59 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);
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/external/skia/include/effects/ |
H A D | SkTransparentShader.h | 21 TransparentShaderContext(const SkTransparentShader& shader, const ContextRec&);
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/external/skia/src/core/ |
H A D | SkFilterShader.h | 17 SkFilterShader(SkShader* shader, SkColorFilter* filter);
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H A D | SkBlitter.cpp | 607 Sk3DShaderContext(const Sk3DShader& shader, const ContextRec& rec, 609 : INHERITED(shader, rec) 729 SkAutoTUnref<SkShader> shader(buffer.readShader()); 730 return SkNEW_ARGS(Sk3DShader, (shader)); 795 SkShader* shader = origPaint.getShader(); 804 shader3D = SkNEW_ARGS(Sk3DShader, (shader)); 807 shader = shader3D; 827 * color/shader/colorfilter, and just pretend we're SRC + color==0. This 832 shader = p->setShader(NULL); 838 if (NULL == shader) { [all...] |
H A D | SkBitmapProcShader.cpp | 116 const SkBitmapProcShader& shader, const ContextRec& rec, SkBitmapProcState* state) 117 : INHERITED(shader, rec) 319 SkShader* shader; local 323 shader = SkNEW(SkEmptyShader); 325 shader = allocator->createT<SkEmptyShader>(); 330 shader = SkNEW_ARGS(SkColorShader, (color)); 332 shader = allocator->createT<SkColorShader>(color); 336 shader = SkNEW_ARGS(SkBitmapProcShader, (src, tmx, tmy, localMatrix)); 338 shader = allocator->createT<SkBitmapProcShader>(src, tmx, tmy, localMatrix); 341 return shader; 115 BitmapProcShaderContext( const SkBitmapProcShader& shader, const ContextRec& rec, SkBitmapProcState* state) argument [all...] |
/external/mesa3d/src/glsl/ |
H A D | link_uniforms.cpp | 116 * 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 [all...] |
/external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/ |
H A D | OGLESShaderRenderer.java | 48 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 [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/asset/ |
H A D | AssetManager.java | 40 import com.jme3.shader.Shader; 41 import com.jme3.shader.ShaderKey; 249 * Loads shader file(s), shouldn't be used by end-user in most cases.
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/external/skia/gm/ |
H A D | transparency.cpp | 34 SkAutoTUnref<SkShader> shader(SkGradientShader::CreateLinear( 38 p.setShader(shader);
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/external/skia/samplecode/ |
H A D | SampleRepeatTile.cpp | 40 SkShader* shader = SkShader::CreateBitmapShader(bm, tm, tm); local 41 paint->setShader(shader)->unref();
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/external/skia/src/animator/ |
H A D | SkDrawPaint.cpp | 46 SK_MEMBER(shader, Shader), 69 shader((SkDrawShader*) -1), strikeThru(-1), stroke(-1), 86 delete shader; 206 if (fOwnsShader && maker.resolveID(shader, original->shader) == false) 237 if (shader == NULL) 239 else if (shader != (SkDrawShader*) -1) 240 SkSafeUnref(paint->setShader(shader->getShader()));
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/external/skia/src/effects/gradients/ |
H A D | SkSweepGradient.cpp | 72 const SkSweepGradient& shader, const ContextRec& rec) 73 : INHERITED(shader, rec) {} 214 static GrFragmentProcessor* Create(GrContext* ctx, const SkSweepGradient& shader, argument 216 return SkNEW_ARGS(GrSweepGradient, (ctx, shader, m)); 233 const SkSweepGradient& shader, 235 : INHERITED(ctx, shader, matrix, SkShader::kClamp_TileMode) { 258 SkAutoTUnref<SkShader> shader(SkGradientShader::CreateSweep(center.fX, center.fY, 263 SkAssertResult(shader->asFragmentProcessor(context, paint, 71 SweepGradientContext( const SkSweepGradient& shader, const ContextRec& rec) argument 232 GrSweepGradient(GrContext* ctx, const SkSweepGradient& shader, const SkMatrix& matrix) argument
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/external/skia/src/gpu/gl/builders/ |
H A D | GrGLShaderStringBuilder.cpp | 48 SkString shader = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false); local 50 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shader.c_str())); 88 // Attach the shader, but defer deletion until after we have linked the program. 90 // will immediately delete the shader object and free its memory even though it's
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/external/skia/tests/ |
H A D | BitmapHeapTest.cpp | 32 static void Flatten(SkWriteBuffer& buffer, const SkShader& shader) { argument 33 buffer.writeFlattenable(&shader); 46 // Create a bitmap shader. 87 // Now attempt to flatten the shader again.
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/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
H A D | Shader.java | 33 package com.jme3.shader;
52 * True if the shader is fully compiled & linked.
69 * Maps attribute name to the location of the attribute in the shader.
74 * Type of shader. The shader will control the pipeline of it's type.
94 * Shader source describes a shader object in OpenGL. Each shader source
110 throw new NullPointerException("The shader type must be specified");
214 * Create an empty shader.
264 * Creates a deep clone of the shader, wher [all...] |
/external/mesa3d/src/gallium/drivers/svga/ |
H A D | svga_pipe_sampler.c | 153 unsigned shader, 161 assert(shader < PIPE_SHADER_TYPES); 164 /* we only support fragment shader samplers at this time */ 165 if (shader != PIPE_SHADER_FRAGMENT) 234 unsigned shader, 244 assert(shader < PIPE_SHADER_TYPES); 247 /* we only support fragment shader sampler views at this time */ 248 if (shader != PIPE_SHADER_FRAGMENT) 152 svga_bind_sampler_states(struct pipe_context *pipe, unsigned shader, unsigned start, unsigned num, void **samplers) argument 233 svga_set_sampler_views(struct pipe_context *pipe, unsigned shader, unsigned start, unsigned num, struct pipe_sampler_view **views) argument
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H A D | svga_context.c | 57 unsigned shader; local 76 for(shader = 0; shader < PIPE_SHADER_TYPES; ++shader) 77 pipe_resource_reference( &svga->curr.cb[shader], NULL );
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/external/mesa3d/src/gallium/drivers/i915/ |
H A D | i915_state.c | 578 /* The shader's compiled to i915 instructions here */ 585 i915_fixup_bind_fs_state(struct pipe_context *pipe, void *shader) argument 589 if (i915->saved_fs == shader) 592 i915->saved_fs = shader; 594 i915->saved_bind_fs_state(pipe, shader); 598 i915_bind_fs_state(struct pipe_context *pipe, void *shader) argument 602 if (i915->fs == shader) 605 i915->fs = (struct i915_fragment_shader*) shader; 613 void i915_delete_fs_state(struct pipe_context *pipe, void *shader) argument 615 struct i915_fragment_shader *ifs = (struct i915_fragment_shader *) shader; 645 i915_bind_vs_state(struct pipe_context *pipe, void *shader) argument 660 i915_delete_vs_state(struct pipe_context *pipe, void *shader) argument 668 i915_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_constant_buffer *cb) argument [all...] |
/external/mesa3d/src/gallium/drivers/rbug/ |
H A D | rbug_context.c | 68 (void *) rb_pipe->draw_rule.shader[PIPE_SHADER_FRAGMENT], 69 (void *) rb_pipe->curr.shader[PIPE_SHADER_FRAGMENT], 70 (void *) rb_pipe->draw_rule.shader[PIPE_SHADER_VERTEX], 71 (void *) rb_pipe->curr.shader[PIPE_SHADER_VERTEX], 75 if (rb_pipe->draw_rule.shader[sh] && 76 rb_pipe->draw_rule.shader[sh] == rb_pipe->curr.shader[sh]) 125 if (!(rb_pipe->curr.shader[PIPE_SHADER_FRAGMENT] && rb_pipe->curr.shader[PIPE_SHADER_FRAGMENT]->disabled) && 126 !(rb_pipe->curr.shader[PIPE_SHADER_GEOMETR 620 rbug_set_constant_buffer(struct pipe_context *_pipe, uint shader, uint index, struct pipe_constant_buffer *_cb) argument 722 rbug_set_sampler_views(struct pipe_context *_pipe, unsigned shader, unsigned start, unsigned num, struct pipe_sampler_view **_views) argument [all...] |
/external/deqp/modules/gles3/functional/ |
H A D | es3fShaderApiTests.cpp | 107 void setShaderSources (glu::Shader& shader, const ShaderSources& sources) argument 115 shader.setSources((int)cStrings.size(), &cStrings[0], &sources.lengths[0]); 117 shader.setSources((int)cStrings.size(), &cStrings[0], 0); 148 void queryShaderInfo (glu::RenderContext& renderCtx, deUint32 shader, glu::ShaderInfo& info) argument 163 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); 164 gl.getShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLen); 165 gl.getShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); 173 gl.getShaderSource(shader, (int)source.size(), &unusedLen, &source[0]); 180 gl.getShaderInfoLog(shader, (int)infoLog.size(), &unusedLen, &infoLog[0]); 310 glu::Shader* const shader member in class:deqp::gles3::Functional::__anon3343::glu 339 logShader(TestLog& log, glu::RenderContext& renderCtx, glu::Shader& shader) argument 518 checkDeleteStatus(GLuint shader) argument 617 getSourceLength(glu::Shader& shader) argument 626 readSource(glu::Shader& shader) argument 636 verifyShaderSourceReplaced(glu::Shader& shader, const std::string& firstSource, const std::string& secondSource) argument 759 buildProgram(glu::Shader& shader) argument [all...] |
/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/ |
H A D | LwjglRenderer.java | 46 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 [all...] |
/external/mesa3d/src/mesa/program/ |
H A D | ir_to_mesa.cpp | 1299 * shader with a saturate. 1327 * shader with a saturate. 1354 * shader with a saturate. 1790 * FINISHME: W component of fragment shader output zero, work correctly. 2442 * Generate the program parameters list for the user uniforms in a shader 2444 * \param shader_program Linked shader program. This is only used to 2743 * Convert a shader's GLSL IR into a Mesa gl_program. 2748 struct gl_shader *shader) 2758 &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(shader->Type)]; 2760 switch (shader 2746 get_mesa_program(struct gl_context *ctx, struct gl_shader_program *shader_program, struct gl_shader *shader) argument 3049 _mesa_glsl_compile_shader(struct gl_context *ctx, struct gl_shader *shader) argument [all...] |
/external/mesa3d/src/gallium/auxiliary/rbug/ |
H A D | rbug_shader.c | 80 rbug_shader_t shader, 90 LEN(8); /* shader */ 102 WRITE(8, rbug_shader_t, shader); /* shader */ 121 rbug_shader_t shader, 132 LEN(8); /* shader */ 145 WRITE(8, rbug_shader_t, shader); /* shader */ 165 rbug_shader_t shader, 177 LEN(8); /* shader */ 78 rbug_send_shader_info(struct rbug_connection *__con, rbug_context_t context, rbug_shader_t shader, uint32_t *__serial) argument 119 rbug_send_shader_disable(struct rbug_connection *__con, rbug_context_t context, rbug_shader_t shader, uint8_t disable, uint32_t *__serial) argument 163 rbug_send_shader_replace(struct rbug_connection *__con, rbug_context_t context, rbug_shader_t shader, uint32_t *tokens, uint32_t tokens_len, uint32_t *__serial) argument [all...] |
/external/mesa3d/src/gallium/drivers/r300/ |
H A D | r300_vs.c | 181 struct r300_vertex_shader* shader) 187 /* Make a simple vertex shader which outputs (0, 0, 0, 1), 196 shader->state.tokens = tgsi_dup_tokens(ureg_finalize(ureg)); 199 shader->dummy = TRUE; 200 r300_init_vs_outputs(r300, shader); 201 r300_translate_vertex_shader(r300, shader); 241 fprintf(stderr, "r300 VP: Cannot translate a shader. " 242 "Using a dummy shader instead.\n"); 260 fprintf(stderr, "r300 VP: Compiler error:\n%sUsing a dummy shader" 264 fprintf(stderr, "r300 VP: Cannot compile the dummy shader! " 179 r300_dummy_vertex_shader( struct r300_context* r300, struct r300_vertex_shader* shader) argument [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
H A D | brw_program.c | 114 struct gl_shader_program *shader; local 116 shader = _mesa_lookup_shader_program(ctx, prog->Id); 118 if (shader) { 119 ralloc_strcat(&shader->InfoLog, msg); 120 shader->LinkStatus = false; 199 "Variable indexing of shader inputs unsupported\n");
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