/external/mesa3d/src/mesa/main/ |
H A D | ff_fragment_shader.cpp | 383 /* 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 [all...] |
H A D | shaderapi.h | 145 _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 D | shaderobj.c | 51 * 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); [all...] |
/external/deqp/modules/gles2/functional/ |
H A D | es2fNegativeShaderApiTests.cpp | 61 : 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 [all...] |
H A D | es2fDepthTests.cpp | 204 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 [all...] |
H A D | es2fNegativeStateApiTests.cpp | 152 GLuint shader = glCreateShader(GL_VERTEX_SHADER); 157 glGetShaderiv(shader, -1, ¶m[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, ¶m[0]); 169 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, ¶m[0]); 171 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, ¶m[0]); 175 m_log << TestLog::Section("", "GL_INVALID_OPERATION is generated if shader does not refer to a shader object."); 180 glDeleteShader(shader); [all...] |
/external/mesa3d/src/gallium/auxiliary/vl/ |
H A D | vl_idct.h | 35 /* 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 D | vl_mc.h | 69 struct ureg_program *shader, 74 struct ureg_program *shader,
|
/external/mesa3d/src/gallium/drivers/llvmpipe/ |
H A D | lp_state.h | 71 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 D | svga_tgsi.c | 161 * 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; [all...] |
/external/mesa3d/src/mesa/program/ |
H A D | ir_to_mesa.h | 38 GLboolean _mesa_ir_compile_shader(struct gl_context *ctx, struct gl_shader *shader);
|
H A D | prog_print.h | 113 _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 D | PerlinNoiseBench.cpp | 44 SkShader* shader = (type == SkPerlinNoiseShader::kFractalNoise_Type) ? local 50 paint.setShader(shader)->unref();
|
H A D | ColorCubeBench.cpp | 66 SkShader* shader = MakeLinear(fSize); local 67 paint.setShader(shader); 70 shader->unref();
|
/external/skia/gm/ |
H A D | discard.cpp | 69 SkColorShader shader(color); 71 paint.setShader(&shader);
|
H A D | bitmapshader.cpp | 38 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 D | PipeTest.cpp | 35 SkShader* shader = SkShader::CreateBitmapShader(bm, SkShader::kClamp_TileMode, local 38 paint.setShader(shader)->unref();
|
/external/mesa3d/src/gallium/auxiliary/draw/ |
H A D | draw_context.h | 163 * 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 D | es3fDepthTests.cpp | 207 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 [all...] |
/external/deqp/modules/gles31/functional/ |
H A D | es31fNegativeStateApiTests.cpp | 213 GLuint shader = ctx.glCreateShader(GL_VERTEX_SHADER); local 218 ctx.glGetShaderiv(shader, -1, ¶m[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 [all...] |
/external/mesa3d/src/glsl/ |
H A D | lower_ubo_reference.cpp | 46 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 D | Material.java | 47 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 [all...] |
/external/skia/src/views/ |
H A D | SkParsePaint.cpp | 16 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 D | rrShaders.hpp | 38 * \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 [all...] |
/external/mesa3d/doxygen/ |
H A D | Makefile | 15 shader.doxy \
|