/external/mesa3d/src/mesa/state_tracker/ |
H A D | st_context.c | 86 /* 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]);
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/external/deqp/modules/gles31/functional/ |
H A D | es31fProgramInterfaceDefinitionUtil.hpp | 96 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);
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
H A D | TechniqueDef.java | 38 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 [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
H A D | Caps.java | 35 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();
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/external/mesa3d/src/glsl/ |
H A D | link_uniform_initializers.cpp | 161 struct gl_shader *shader = prog->_LinkedShaders[i]; local 163 if (shader == NULL) 166 foreach_list(node, shader->ir) {
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/external/skia/example/ |
H A D | HelloWorld.cpp | 111 SkShader* shader = SkGradientShader::CreateLinear( local 114 SkAutoUnref shader_deleter(shader); 116 paint.setShader(shader); 121 // Detach shader
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/external/skia/gm/ |
H A D | colorcube.cpp | 66 SkShader* shader = MakeLinear(); local 67 paint.setShader(shader); 70 shader->unref();
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H A D | patch.cpp | 116 SkAutoTUnref<SkShader> shader(make_shader()); 133 paint.setShader(shader); 138 paint.setShader(shader);
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H A D | bigmatrix.cpp | 73 SkShader* shader = SkShader::CreateBitmapShader( local 78 paint.setShader(shader)->unref();
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H A D | clippedbitmapshaders.cpp | 17 // 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();
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H A D | composeshader.cpp | 101 SkShader* shader = shaders[y]; variable 109 paint.setShader(shader);
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H A D | gm.cpp | 87 SkAutoTUnref<SkShader> shader(SkShader::CreateBitmapShader(bmp, SkShader::kMirror_TileMode, 90 paint.setShader(shader);
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H A D | imagefilterstransformed.cpp | 47 SkAutoTUnref<SkShader> shader( 52 paint.setShader(shader);
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H A D | shaderbounds.cpp | 63 // Background shader. 70 // Constrained shader. 86 SkShader* shader = fShaderMaker(shaderWidth, shaderHeight, background, shaderScale); local 87 return shader;
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H A D | verylargebitmap.cpp | 18 SkShader* shader = SkGradientShader::CreateRadial(center, radius, colors, NULL, 2, local 21 paint.setShader(shader)->unref(); 47 // exercises extract bitmap, but not shader
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H A D | gradients.cpp | 137 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 [all...] |
/external/mesa3d/src/gallium/auxiliary/draw/ |
H A D | draw_pt_fetch_shade_pipeline_llvm.c | 68 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++;
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/external/mesa3d/src/gallium/auxiliary/util/ |
H A D | u_blitter.c | 66 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 [all...] |
/external/mesa3d/src/mesa/program/ |
H A D | prog_print.c | 1095 * 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 [all...] |
/external/skia/bench/ |
H A D | ImageFilterCollapse.cpp | 69 SkAutoTUnref<SkShader> shader(SkGradientShader::CreateLinear( 72 paint.setShader(shader);
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/external/skia/src/core/ |
H A D | SkColorFilter.cpp | 37 * 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);
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/external/skia/src/effects/ |
H A D | SkRectShaderImageFilter.cpp | 38 SkAutoTUnref<SkShader> shader(buffer.readShader()); 39 return Create(shader.get(), &common.cropRect());
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H A D | SkTransparentShader.cpp | 24 const SkTransparentShader& shader, const ContextRec& rec) 25 : INHERITED(shader, rec) 23 TransparentShaderContext( const SkTransparentShader& shader, const ContextRec& rec) argument
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/external/mesa3d/src/mesa/swrast/ |
H A D | s_atifragshader.c | 32 * 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 [all...] |
/external/mesa3d/src/gallium/drivers/r300/ |
H A D | r300_state.c | 989 /* 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 [all...] |