Searched refs:shader (Results 76 - 100 of 372) sorted by relevance

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/external/mesa3d/src/mesa/main/
H A Dff_fragment_shader.cpp383 /* Choose GLSL vertex shader over ARB vertex program. Need this
384 * since vertex shader state validation comes after fragment state
520 struct gl_shader *shader; member in class:texenv_fragment_program
547 current = p->shader->symbols->get_variable("gl_CurrentAttribFragMESA");
558 ir_variable *var = p->shader->symbols->get_variable("gl_Color");
589 var = p->shader->symbols->get_variable("gl_TextureEnvColor");
597 var = p->shader->symbols->get_variable("gl_Color");
927 ir_variable *tc_array = p->shader->symbols->get_variable("gl_TexCoord");
950 sampler_type = p->shader->symbols->get_type("sampler1DShadow");
952 sampler_type = p->shader
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H A Dshaderapi.h145 _mesa_AttachShader(GLuint program, GLuint shader);
157 _mesa_DeleteShader(GLuint shader);
160 _mesa_DetachShader(GLuint program, GLuint shader);
174 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params);
177 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
H A Dshaderobj.c51 * If ptr is pointing to another shader, decrement its refcount (and delete
65 /* Unreference the old shader */
95 _mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader) argument
97 shader->RefCount = 1;
107 struct gl_shader *shader; local
110 shader = rzalloc(NULL, struct gl_shader);
111 if (shader) {
112 shader->Type = type;
113 shader->Name = name;
114 _mesa_init_shader(ctx, shader);
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/external/deqp/modules/gles2/functional/
H A Des2fNegativeShaderApiTests.cpp61 : TestCaseGroup(context, "shader", "Negative Shader API Cases")
87 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
93 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
94 glShaderSource(shader, -1, 0, 0);
98 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader object.");
105 glDeleteShader(shader);
116 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
121 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader is not a shader objec
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H A Des2fDepthTests.cpp204 DepthShader shader;
205 deUint32 shaderID = context.createProgram(&shader);
219 shader.setColor(context, shaderID, red);
222 shader.setColor(context, shaderID, green);
227 shader.setColor(context, shaderID, red);
230 shader.setColor(context, shaderID, green);
235 shader.setColor(context, shaderID, red);
238 shader.setColor(context, shaderID, green);
243 shader.setColor(context, shaderID, red);
246 shader
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H A Des2fNegativeStateApiTests.cpp152 GLuint shader = glCreateShader(GL_VERTEX_SHADER);
157 glGetShaderiv(shader, -1, &param[0]);
161 m_log << TestLog::Section("", "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
166 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if pname is GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, or GL_SHADER_SOURCE_LENGTH but a shader compiler is not supported.");
167 glGetShaderiv(shader, GL_COMPILE_STATUS, &param[0]);
169 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &param[0]);
171 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &param[0]);
175 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader does not refer to a shader object.");
180 glDeleteShader(shader);
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/external/mesa3d/src/gallium/auxiliary/vl/
H A Dvl_idct.h35 /* shader based inverse distinct cosinus transformation
83 vl_idct_stage2_vert_shader(struct vl_idct *idct, struct ureg_program *shader,
87 vl_idct_stage2_frag_shader(struct vl_idct *idct, struct ureg_program *shader,
H A Dvl_mc.h69 struct ureg_program *shader,
74 struct ureg_program *shader,
/external/mesa3d/src/gallium/drivers/llvmpipe/
H A Dlp_state.h71 struct pipe_shader_state shader; member in struct:lp_vertex_shader
77 struct pipe_shader_state shader; member in struct:lp_geometry_shader
/external/mesa3d/src/gallium/drivers/svga/
H A Dsvga_tgsi.c161 * Use the shader info to generate a bitmask indicating which generic
162 * inputs are used by the shader. A set bit indicates that GENERIC[i]
218 * the fragment shader doesn't use that VS output. Just allocate
251 /* Parse TGSI shader and translate to SVGA/DX9 serialized
254 * In this function SVGA shader is emitted to an in-memory buffer that
259 svga_tgsi_translate( const struct svga_shader *shader, argument
278 tgsi_scan_shader( shader->tokens, &emit.info);
305 if (!svga_shader_emit_instructions( &emit, shader->tokens )) {
314 result->shader = shader;
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/external/mesa3d/src/mesa/program/
H A Dir_to_mesa.h38 GLboolean _mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader);
H A Dprog_print.h113 _mesa_write_shader_to_file(const struct gl_shader *shader);
116 _mesa_append_uniforms_to_file(const struct gl_shader *shader);
/external/skia/bench/
H A DPerlinNoiseBench.cpp44 SkShader* shader = (type == SkPerlinNoiseShader::kFractalNoise_Type) ? local
50 paint.setShader(shader)->unref();
H A DColorCubeBench.cpp66 SkShader* shader = MakeLinear(fSize); local
67 paint.setShader(shader);
70 shader->unref();
/external/skia/gm/
H A Ddiscard.cpp69 SkColorShader shader(color);
71 paint.setShader(&shader);
H A Dbitmapshader.cpp38 static void adopt_shader(SkPaint* paint, SkShader* shader) { argument
39 paint->setShader(shader);
40 SkSafeUnref(shader);
75 // draw the shader with a bitmap mask
86 // clear the shader, colorized by a solid color with a bitmap mask
98 // draw the mask using the shader and a color
/external/skia/tests/
H A DPipeTest.cpp35 SkShader* shader = SkShader::CreateBitmapShader(bm, SkShader::kClamp_TileMode, local
38 paint.setShader(shader)->unref();
/external/mesa3d/src/gallium/auxiliary/draw/
H A Ddraw_context.h163 * Vertex shader functions
168 const struct pipe_shader_state *shader);
176 * Fragment shader functions
180 const struct pipe_shader_state *shader);
187 * Geometry shader functions
191 const struct pipe_shader_state *shader);
280 draw_get_shader_param(unsigned shader, enum pipe_shader_cap param);
283 draw_get_shader_param_no_llvm(unsigned shader, enum pipe_shader_cap param);
/external/deqp/modules/gles3/functional/
H A Des3fDepthTests.cpp207 DepthShader shader;
208 deUint32 shaderID = context.createProgram(&shader);
222 shader.setColor(context, shaderID, red);
225 shader.setColor(context, shaderID, green);
230 shader.setColor(context, shaderID, red);
233 shader.setColor(context, shaderID, green);
238 shader.setColor(context, shaderID, red);
241 shader.setColor(context, shaderID, green);
246 shader.setColor(context, shaderID, red);
249 shader
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/external/deqp/modules/gles31/functional/
H A Des31fNegativeStateApiTests.cpp213 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
218 ctx.glGetShaderiv(shader, -1, &param[0]);
222 ctx.beginSection("GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
227 ctx.beginSection("GL_INVALID_OPERATION is generated if shader does not refer to a shader object.");
232 ctx.glDeleteShader(shader);
238 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
243 ctx.beginSection("GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.");
248 ctx.beginSection("GL_INVALID_OPERATION is generated if shader is not a shader objec
289 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
315 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
340 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
402 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
439 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
476 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
506 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
540 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
634 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
676 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
788 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local
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/external/mesa3d/src/glsl/
H A Dlower_ubo_reference.cpp46 lower_ubo_reference_visitor(struct gl_shader *shader) argument
47 : shader(shader)
58 struct gl_shader *shader; member in class:__anon12514::lower_ubo_reference_visitor
86 struct gl_uniform_block *block = &shader->UniformBlocks[uniform_block];
300 lower_ubo_reference(struct gl_shader *shader, exec_list *instructions) argument
302 lower_ubo_reference_visitor v(shader);
/external/jmonkeyengine/engine/src/core/com/jme3/material/
H A DMaterial.java47 import com.jme3.shader.Shader;
48 import com.jme3.shader.Uniform;
49 import com.jme3.shader.VarType;
62 * those parameters map to uniforms which are defined in a shader.
64 * shader.
166 * of geometries. It sorted to reduce shader switches, if the shaders
365 * @see #setParam(java.lang.String, com.jme3.shader.VarType, java.lang.Object)
396 * Pass a parameter to the material shader.
503 * Pass a texture to the material shader.
538 * Pass a Matrix4f to the material shader
643 updateLightListUniforms(Shader shader, Geometry g, int numLights) argument
715 renderMultipassLighting(Shader shader, Geometry g, RenderManager rm) argument
948 clearUniformsSetByCurrent(Shader shader) argument
957 resetUniformsNotSetByCurrent(Shader shader) argument
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/external/skia/src/views/
H A DSkParsePaint.cpp16 if ((node = dom.getFirstChild(node, "shader")) == NULL)
106 SkShader* shader = inflate_shader(dom, node); local
107 if (shader)
108 paint->setShader(shader)->unref();
/external/deqp/framework/referencerenderer/
H A DrrShaders.hpp38 * \brief Vertex shader input information
80 * \brief Fragment shader output information
94 * \brief Vertex shader interface
117 * \brief Fragment shader interface
119 * Fragment shader executes shading for list of fragment packets. See
140 * \brief Geometry shader input primitive type
154 * \brief Geometry shader output primitive type
166 * \brief Geometry shader interface
168 * Geometry shader executes a list of primitive packets and outputs
200 // Helpers for shader implementation
206 VertexShaderLoop(const Shader& shader) argument
225 FragmentShaderLoop(const Shader& shader) argument
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/external/mesa3d/doxygen/
H A DMakefile15 shader.doxy \

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