Searched refs:shader (Results 26 - 50 of 372) sorted by relevance

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/external/mesa3d/src/glsl/
H A Dstandalone_scaffolding.cpp53 struct gl_shader *shader; local
58 shader = rzalloc(NULL, struct gl_shader);
59 if (shader) {
60 shader->Type = type;
61 shader->Name = name;
62 shader->RefCount = 1;
64 return shader;
H A Dtest_optpass.cpp176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER },
177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER },
192 printf(" --vertex-shader: test with a vertex shader (the default)\n");
193 printf(" --fragment-shader: test with a fragment shader\n");
204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local
205 shader->Type = shader_type;
210 = new(shader) _mesa_glsl_parse_state(ctx, shader
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/external/deqp/modules/gles31/functional/
H A Des31fProgramInterfaceDefinitionUtil.cpp93 bool VariableSearchFilter::matchesFilter (const ProgramInterfaceDefinition::Shader* shader) const
95 DE_ASSERT(shader->getType() < glu::SHADERTYPE_LAST);
96 return (m_shaderTypeBits & (1u << shader->getType())) != 0;
139 bool shaderContainsIOBlocks (const ProgramInterfaceDefinition::Shader* shader)
141 for (int ndx = 0; ndx < (int)shader->getDefaultBlock().interfaceBlocks.size(); ++ndx)
143 const glu::Storage storage = shader->getDefaultBlock().interfaceBlocks[ndx].storage;
219 static std::string getShaderExtensionDeclarations (const ProgramInterfaceDefinition::Shader* shader)
224 if (shader->getType() == glu::SHADERTYPE_GEOMETRY)
228 else if (shader->getType() == glu::SHADERTYPE_TESSELLATION_CONTROL ||
229 shader
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/external/mesa3d/src/glsl/glcpp/
H A Dglcpp.c103 const char *shader; local
110 shader = load_text_file (ctx, filename);
111 if (shader == NULL)
114 ret = glcpp_preprocess(ctx, &shader, &info_log, NULL, API_OPENGL);
116 printf("%s", shader);
/external/mesa3d/src/gallium/auxiliary/vl/
H A Dvl_zscan.c94 struct ureg_program *shader; local
105 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
106 if (!shader)
111 scale = ureg_imm2f(shader,
115 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
116 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
117 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM);
119 tmp = ureg_DECL_temporary(shader);
121 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
124 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERI
172 struct ureg_program *shader; local
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H A Dvl_median_filter.c49 struct ureg_program *shader; local
53 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
54 if (!shader)
57 i_vpos = ureg_DECL_vs_input(shader, 0);
58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
61 ureg_MOV(shader, o_vpos, i_vpos);
62 ureg_MOV(shader, o_vtex, i_vpos);
64 ureg_END(shader);
66 return ureg_create_shader_and_destroy(shader, filte
81 struct ureg_program *shader; local
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H A Dvl_matrix_filter.c51 struct ureg_program *shader; local
55 shader = ureg_create(TGSI_PROCESSOR_VERTEX);
56 if (!shader)
59 i_vpos = ureg_DECL_vs_input(shader, 0);
60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
63 ureg_MOV(shader, o_vpos, i_vpos);
64 ureg_MOV(shader, o_vtex, i_vpos);
66 ureg_END(shader);
68 return ureg_create_shader_and_destroy(shader, filte
81 struct ureg_program *shader; local
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/external/jmonkeyengine/engine/src/core/com/jme3/material/
H A DTechnique.java36 import com.jme3.shader.*;
53 private Shader shader; field in class:Technique
90 * Returns the shader currently used by this technique instance.
95 * @return the shader currently used by this technique instance.
98 return shader;
119 if (shader != null) {
132 if (shader != null) {
136 shader.removeUniform(paramName);
141 Uniform u = shader.getUniform(paramName);
179 * Prepares the technique for use by loading the shader an
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/external/mesa3d/src/gallium/drivers/r300/
H A Dr300_fs.h38 /* Whether the shader was replaced by a dummy one due to a shader
66 /* Currently-bound fragment shader. */
67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader
77 /* Return TRUE if the shader was switched and should be re-emitted. */
84 return (fs->shader->code.writes_depth) ? TRUE : FALSE;
91 return (fs->shader->write_all) ? TRUE : FALSE;
/external/deqp/framework/randomshaders/
H A DrsgShaderGenerator.cpp92 void genVertexPassthrough (GeneratorState& state, Shader& shader) argument
94 // Create copies from shader inputs to outputs
116 // Update value range. This will be stored into shader input info.
120 createAssignment(shader.getMain().getBody(), entry->getVariable(), inVar);
124 void genFragmentPassthrough (GeneratorState& state, Shader& shader) argument
133 createAssignment(shader.getMain().getBody(), fragColorEntry->getVariable(), inColorVariable);
136 // Sets undefined (-inf..inf) components to some meaningful values. Used for sanitizing final shader input value ranges.
173 void ShaderGenerator::generate (const ShaderParameters& shaderParams, Shader& shader, const vector<ShaderInput*>& outputs) argument
176 VariableScope& globalVariableScope = shader.getGlobalScope();
180 m_state.setShader(shaderParams, shader);
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H A DrsgShaderGenerator.hpp42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
/external/mesa3d/src/gallium/auxiliary/draw/
H A Ddraw_vs_llvm.c42 vs_llvm_prepare(struct draw_vertex_shader *shader, argument
45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/
49 vs_llvm_run_linear( struct draw_vertex_shader *shader, argument
67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local
70 li = first_elem(&shader->variants);
71 while(!at_end(&shader->variants, li)) {
77 assert(shader->variants_cached == 0);
H A Ddraw_vs_exec.c61 vs_exec_prepare( struct draw_vertex_shader *shader, argument
64 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
69 if (evs->machine->Tokens != shader->state.tokens) {
71 shader->state.tokens,
80 /* Simplified vertex shader interface for the pt paths. Given the
85 vs_exec_run_linear( struct draw_vertex_shader *shader, argument
94 struct exec_vertex_shader *evs = exec_vertex_shader(shader);
98 boolean clamp_vertex_color = shader->draw->rasterizer->clamp_vertex_color;
103 if (shader->info.uses_instanceid) {
107 machine->SystemValue[i].i[j] = shader
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/external/mesa3d/src/gallium/auxiliary/rbug/
H A Drbug_shader.h54 rbug_shader_t shader; member in struct:rbug_proto_shader_info
61 rbug_shader_t shader; member in struct:rbug_proto_shader_disable
69 rbug_shader_t shader; member in struct:rbug_proto_shader_replace
99 rbug_shader_t shader,
104 rbug_shader_t shader,
110 rbug_shader_t shader,
/external/mesa3d/src/gallium/drivers/r600/
H A Devergreen_compute.c123 struct r600_pipe_compute *shader = CALLOC_STRUCT(r600_pipe_compute); local
136 shader->ctx = (struct r600_context*)ctx;
137 shader->resources = (struct evergreen_compute_resource*)
140 shader->local_size = cso->req_local_mem; ///TODO: assert it
141 shader->private_size = cso->req_private_mem;
142 shader->input_size = cso->req_input_mem;
145 shader->mod = llvm_parse_bitcode(code, header->num_bytes);
147 r600_compute_shader_create(ctx_, shader->mod, &shader->bc);
149 shader
162 struct r600_pipe_compute *shader = (struct r600_pipe_compute *)state; local
195 struct r600_pipe_compute *shader = ctx->cs_shader_state.shader; local
430 struct r600_pipe_compute *shader = state->shader; local
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/external/mesa3d/src/gallium/drivers/softpipe/
H A Dsp_state_shader.c46 * Create a new fragment shader variant.
54 struct pipe_shader_state *stipple_fs = NULL, *curfs = &fs->shader;
59 /* get new shader that implements polygon stippling */
80 &fs->shader);
132 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
136 &state->shader);
138 FREE((void *) state->shader.tokens);
160 /* This depends on the current fragment shader and must always be
200 FREE((void *) state->shader.tokens);
216 /* copy shader token
337 softpipe_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_constant_buffer *cb) argument
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H A Dsp_state.h82 void (*prepare)(const struct sp_fragment_shader_variant *shader,
86 unsigned (*run)(const struct sp_fragment_shader_variant *shader,
91 void (*delete)(struct sp_fragment_shader_variant *shader,
100 struct pipe_shader_state shader; member in struct:sp_fragment_shader
108 struct pipe_shader_state shader; member in struct:sp_vertex_shader
115 struct pipe_shader_state shader; member in struct:sp_geometry_shader
/external/mesa3d/src/mesa/drivers/dri/r200/
H A Dr200_fragshader.c128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
134 if (shader->NumPasses < 2) {
140 for (pass = 0; pass < shader->NumPasses; pass++) {
143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) {
145 struct atifs_instruction *inst = &shader->Instructions[pass][pc];
284 if (sat || (pc == (shader->numArithInstr[pass] - 1) &&
285 ((pass == 1) || (shader->NumPasses == 1))))
327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
334 if (shader->swizzlerq & (1 << (2 * reg)))
350 if (shader
505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
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/external/jmonkeyengine/engine/src/core/com/jme3/shader/
H A DShaderUtils.java33 package com.jme3.shader;
H A DUniformBinding.java33 package com.jme3.shader;
/external/mesa3d/src/gallium/drivers/llvmpipe/
H A Dlp_state_vs.c52 /* copy shader tokens, the ones passed in will go away.
54 state->shader.tokens = tgsi_dup_tokens(templ->tokens);
55 if (state->shader.tokens == NULL)
63 debug_printf("llvmpipe: Create vertex shader %p:\n", (void *) state);
71 FREE( (void *)state->shader.tokens );
106 FREE( (void *)state->shader.tokens );
H A Dlp_state_fs.c35 * - fragment shader
48 * the fragment shader needs typically to be done in floats, but the
100 /** Fragment shader number (for debugging) */
212 * Generate the fragment shader, depth/stencil test, and alpha tests.
218 struct lp_fragment_shader *shader,
235 const struct tgsi_token *tokens = shader->base.tokens;
243 boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 &&
244 shader->info.base.num_inputs < 3 &&
245 shader->info.base.num_instructions < 8);
261 if (!shader
217 generate_fs(struct gallivm_state *gallivm, struct lp_fragment_shader *shader, const struct lp_fragment_shader_variant_key *key, LLVMBuilderRef builder, struct lp_type type, LLVMValueRef context_ptr, unsigned i, struct lp_build_interp_soa_context *interp, struct lp_build_sampler_soa *sampler, LLVMValueRef *pmask, LLVMValueRef (*color)[4], LLVMValueRef depth_ptr, LLVMValueRef facing, unsigned partial_mask, LLVMValueRef mask_input, LLVMValueRef counter) argument
442 generate_fs_loop(struct gallivm_state *gallivm, struct lp_fragment_shader *shader, const struct lp_fragment_shader_variant_key *key, LLVMBuilderRef builder, struct lp_type type, LLVMValueRef context_ptr, LLVMValueRef num_loop, struct lp_build_interp_soa_context *interp, struct lp_build_sampler_soa *sampler, LLVMValueRef mask_store, LLVMValueRef (*out_color)[4], LLVMValueRef depth_ptr, unsigned depth_bits, LLVMValueRef facing, LLVMValueRef counter) argument
761 generate_fragment(struct llvmpipe_context *lp, struct lp_fragment_shader *shader, struct lp_fragment_shader_variant *variant, unsigned partial_mask) argument
1217 generate_variant(struct llvmpipe_context *lp, struct lp_fragment_shader *shader, const struct lp_fragment_shader_variant_key *key) argument
1307 struct lp_fragment_shader *shader; local
1462 struct lp_fragment_shader *shader = fs; local
1493 llvmpipe_set_constant_buffer(struct pipe_context *pipe, uint shader, uint index, struct pipe_constant_buffer *cb) argument
1564 make_variant_key(struct llvmpipe_context *lp, struct lp_fragment_shader *shader, struct lp_fragment_shader_variant_key *key) argument
1663 struct lp_fragment_shader *shader = lp->fs; local
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/external/mesa3d/src/gallium/drivers/rbug/
H A Drbug_objects.h61 void *shader; member in struct:rbug_shader
175 struct rbug_shader *shader; local
179 shader = rbug_shader(_state);
180 return shader->replaced_shader ? shader->replaced_shader : shader->shader;
/external/mesa3d/src/gallium/state_trackers/vega/
H A Dshaders_cache.c51 /* Essentially we construct an ubber-shader based on the state
122 struct pipe_shader_state *shader)
227 shader->tokens = ureg_finalize(ureg);
228 if(!shader->tokens)
231 p = pipe->create_fs_state(pipe, shader);
254 struct pipe_shader_state *shader)
378 return combine_shaders(shaders, idx, pipe, shader);
435 struct vg_shader *shader = (struct vg_shader *)MALLOC( local
445 shader->type = type;
446 shader
120 combine_shaders(const struct shader_asm_info *shaders[SHADER_STAGES], int num_shaders, struct pipe_context *pipe, struct pipe_shader_state *shader) argument
252 create_shader(struct pipe_context *pipe, int id, struct pipe_shader_state *shader) argument
455 vg_shader_destroy(struct vg_context *ctx, struct vg_shader *shader) argument
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/external/robolectric/src/main/java/com/xtremelabs/robolectric/shadows/
H A DShadowPaint.java27 private Shader shader; field in class:ShadowPaint
47 public Shader setShader(Shader shader) { argument
48 this.shader = shader;
49 return shader;
65 return shader;

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