Searched refs:shader (Results 126 - 150 of 372) sorted by relevance

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/external/mesa3d/src/mesa/state_tracker/
H A Dst_context.c86 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
247 uint shader, i; local
258 for (shader = 0; shader < Elements(st->state.sampler_views); shader++) {
261 &st->state.sampler_views[shader][i]);
/external/deqp/modules/gles31/functional/
H A Des31fProgramInterfaceDefinitionUtil.hpp96 bool matchesFilter (const ProgramInterfaceDefinition::Shader* shader) const;
173 bool shaderContainsIOBlocks (const ProgramInterfaceDefinition::Shader* shader);
180 ProgramInterfaceDefinition::ShaderResourceUsage getShaderResourceUsage (const ProgramInterfaceDefinition::Program* program, const ProgramInterfaceDefinition::Shader* shader);
/external/jmonkeyengine/engine/src/core/com/jme3/material/
H A DTechniqueDef.java38 import com.jme3.shader.DefineList;
39 import com.jme3.shader.UniformBinding;
40 import com.jme3.shader.VarType;
66 * An array of light positions and light colors is passed to the shader
226 * @param vertexShader The name of the vertex shader
227 * @param fragmentShader The name of the fragment shader
228 * @param shaderLanguage The shader language
262 * {@link DefineList#set(java.lang.String, com.jme3.shader.VarType, java.lang.Object) }
280 * @see #addShaderPresetDefine(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
290 * they are always passed to the shader a
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/
H A DCaps.java35 import com.jme3.shader.Shader;
153 * Supports reading from textures inside the vertex shader.
158 * Supports geometry shader.
327 * Returns true if given the renderer capabilities, the shader
331 * @param shader The shader to check
334 public static boolean supports(Collection<Caps> caps, Shader shader){ argument
335 String lang = shader.getLanguage();
/external/mesa3d/src/glsl/
H A Dlink_uniform_initializers.cpp161 struct gl_shader *shader = prog->_LinkedShaders[i]; local
163 if (shader == NULL)
166 foreach_list(node, shader->ir) {
/external/skia/example/
H A DHelloWorld.cpp111 SkShader* shader = SkGradientShader::CreateLinear( local
114 SkAutoUnref shader_deleter(shader);
116 paint.setShader(shader);
121 // Detach shader
/external/skia/gm/
H A Dcolorcube.cpp66 SkShader* shader = MakeLinear(); local
67 paint.setShader(shader);
70 shader->unref();
H A Dpatch.cpp116 SkAutoTUnref<SkShader> shader(make_shader());
133 paint.setShader(shader);
138 paint.setShader(shader);
H A Dbigmatrix.cpp73 SkShader* shader = SkShader::CreateBitmapShader( local
78 paint.setShader(shader)->unref();
H A Dclippedbitmapshaders.cpp17 // filled with a bitmap shader. The bitmap shader is transformed so that the
20 // In Repeat and Mirror mode, this tests that the bitmap shader still draws
85 SkShader* shader = SkShader::CreateBitmapShader( local
89 paint.setShader(shader)->unref();
H A Dcomposeshader.cpp101 SkShader* shader = shaders[y]; variable
109 paint.setShader(shader);
H A Dgm.cpp87 SkAutoTUnref<SkShader> shader(SkShader::CreateBitmapShader(bmp, SkShader::kMirror_TileMode,
90 paint.setShader(shader);
H A Dimagefilterstransformed.cpp47 SkAutoTUnref<SkShader> shader(
52 paint.setShader(shader);
H A Dshaderbounds.cpp63 // Background shader.
70 // Constrained shader.
86 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background, shaderScale); local
87 return shader;
H A Dverylargebitmap.cpp18 SkShader* shader = SkGradientShader::CreateRadial(center, radius, colors, NULL, 2, local
21 paint.setShader(shader)->unref();
47 // exercises extract bitmap, but not shader
H A Dgradients.cpp137 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, scale); local
139 paint.setShader(shader);
141 shader->unref();
191 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, perspective); local
193 paint.setShader(shader);
195 shader->unref();
312 SkShader* shader = SkGradientShader::CreateRadial( local
316 paint.setShader(shader);
318 shader->unref();
354 SkShader* shader variable
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/external/mesa3d/src/gallium/auxiliary/draw/
H A Ddraw_pt_fetch_shade_pipeline_llvm.c68 struct llvm_vertex_shader *shader = local
81 const unsigned nr = MAX2( shader->base.info.num_inputs,
82 shader->base.info.num_outputs + 1 );
125 /* Search shader's list of variants for the key */
126 li = first_elem(&shader->variants);
127 while (!at_end(&shader->variants, li)) {
128 if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) {
165 insert_at_head(&shader->variants, &variant->list_item_local);
168 shader->variants_cached++;
/external/mesa3d/src/gallium/auxiliary/util/
H A Du_blitter.c66 void *vs; /**< Vertex shader which passes {pos, generic} to the output.*/
67 void *vs_pos_only; /**< Vertex shader which passes pos to the output.*/
70 /* The shader at index i outputs color to color buffers 0,1,...,i-1. */
391 /* Vertex shader. */
395 /* Geometry shader. */
429 /* Fragment shader. */
690 void **shader = &ctx->fs_texfetch_col_msaa[tex->target]; local
692 /* Create the fragment shader on-demand. */
693 if (!*shader) {
697 *shader
702 void **shader = &ctx->fs_texfetch_col[tex->target]; local
726 void **shader = &ctx->fs_texfetch_depth_msaa[tex->target]; local
739 void **shader = &ctx->fs_texfetch_depth[tex->target]; local
763 void **shader = &ctx->fs_texfetch_depthstencil_msaa[tex->target]; local
776 void **shader = &ctx->fs_texfetch_depthstencil[tex->target]; local
800 void **shader = &ctx->fs_texfetch_stencil_msaa[tex->target]; local
813 void **shader = &ctx->fs_texfetch_stencil[tex->target]; local
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/external/mesa3d/src/mesa/program/
H A Dprog_print.c1095 * Write shader and associated info to a file.
1098 _mesa_write_shader_to_file(const struct gl_shader *shader) argument
1104 if (shader->Type == GL_FRAGMENT_SHADER)
1106 else if (shader->Type == GL_VERTEX_SHADER)
1111 _mesa_snprintf(filename, sizeof(filename), "shader_%u.%s", shader->Name, type);
1118 fprintf(f, "/* Shader %u source, checksum %u */\n", shader->Name, shader->SourceChecksum);
1119 fputs(shader->Source, f);
1123 shader->CompileStatus ? "ok" : "fail");
1125 if (shader
1149 _mesa_append_uniforms_to_file(const struct gl_shader *shader) argument
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/external/skia/bench/
H A DImageFilterCollapse.cpp69 SkAutoTUnref<SkShader> shader(SkGradientShader::CreateLinear(
72 paint.setShader(shader);
/external/skia/src/core/
H A DSkColorFilter.cpp37 * Since we don't yet know *what* those limits might be when we construct the final shader,
50 void filterSpan(const SkPMColor shader[], int count, SkPMColor result[]) const override {
51 fInner->filterSpan(shader, count, result);
/external/skia/src/effects/
H A DSkRectShaderImageFilter.cpp38 SkAutoTUnref<SkShader> shader(buffer.readShader());
39 return Create(shader.get(), &common.cropRect());
H A DSkTransparentShader.cpp24 const SkTransparentShader& shader, const ContextRec& rec)
25 : INHERITED(shader, rec)
23 TransparentShaderContext( const SkTransparentShader& shader, const ContextRec& rec) argument
/external/mesa3d/src/mesa/swrast/
H A Ds_atifragshader.c32 * State for executing ATI fragment shader.
307 * Execute the given fragment shader.
310 * \param shader - the shader to execute
316 execute_shader(struct gl_context *ctx, const struct ati_fragment_shader *shader, argument
332 for (pass = 0; pass < shader->NumPasses; pass++) {
336 texinst = &shader->SetupInst[pass][j];
343 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) {
344 inst = &shader->Instructions[pass][pc];
355 if (shader
560 init_machine(struct gl_context * ctx, struct atifs_machine *machine, const struct ati_fragment_shader *shader, const SWspan *span, GLuint col) argument
584 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
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/external/mesa3d/src/gallium/drivers/r300/
H A Dr300_state.c989 /* Create fragment shader state. */
991 const struct pipe_shader_state* shader)
997 /* Copy state directly into shader. */
998 fs->state = *shader;
999 fs->state.tokens = tgsi_dup_tokens(shader->tokens);
1011 r300->fs.size = fs->shader->cb_code_size;
1014 r300->fs_rc_constant_state.size = fs->shader->rc_state_count * 7;
1015 r300->fs_constants.size = fs->shader->externals_count * 4 + 3;
1017 r300->fs_rc_constant_state.size = fs->shader->rc_state_count * 5;
1018 r300->fs_constants.size = fs->shader
990 r300_create_fs_state(struct pipe_context* pipe, const struct pipe_shader_state* shader) argument
1026 r300_bind_fs_state(struct pipe_context* pipe, void* shader) argument
1043 r300_delete_fs_state(struct pipe_context* pipe, void* shader) argument
1832 r300_create_vs_state(struct pipe_context* pipe, const struct pipe_shader_state* shader) argument
1852 r300_bind_vs_state(struct pipe_context* pipe, void* shader) argument
1891 r300_delete_vs_state(struct pipe_context* pipe, void* shader) argument
1909 r300_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_constant_buffer *cb) argument
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