/external/deqp/framework/randomshaders/ |
H A D | rsgProgramGenerator.hpp | 4 * drawElements Quality Program Random Shader Generator 39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
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H A D | rsgGeneratorState.hpp | 4 * drawElements Quality Program Random Shader Generator 36 class Shader; 62 Shader& getShader (void) { return *m_shader; } 64 void setShader (const ShaderParameters& params, Shader& shader); 93 Shader* m_shader;
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H A D | rsgShaderGenerator.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Shader generator. 42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
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H A D | rsgTest.cpp | 2 * drawElements Quality Program Random Shader Generator 21 * \brief Random Shader Generator Tester. 50 rsg::Shader vertexShader(rsg::Shader::TYPE_VERTEX); 51 rsg::Shader fragmentShader(rsg::Shader::TYPE_FRAGMENT);
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H A D | rsgProgramExecutor.hpp | 4 * drawElements Quality Program Random Shader Generator 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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H A D | rsgShader.cpp | 2 * drawElements Quality Program Random Shader Generator 21 * \brief Shader Class. 67 Shader::Shader (Type type) function in class:rsg::Shader 73 Shader::~Shader (void) 81 void Shader::getOutputs (vector<const Variable*>& outputs) const 93 void Shader::tokenize (GeneratorState& state, TokenStream& str) const 96 if (state.getShader().getType() == Shader::TYPE_FRAGMENT) 115 void Shader [all...] |
H A D | rsgGeneratorState.cpp | 2 * drawElements Quality Program Random Shader Generator 48 void GeneratorState::setShader (const ShaderParameters& shaderParams, Shader& shader)
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H A D | rsgVariable.cpp | 2 * drawElements Quality Program Random Shader Generator 72 if (state.getShader().getType() == Shader::TYPE_FRAGMENT) 81 case Shader::TYPE_VERTEX: str << Token::ATTRIBUTE; break; 82 case Shader::TYPE_FRAGMENT: str << Token::VARYING << Token::MEDIUM_PRECISION; break; 102 if (state.getShader().getType() == Shader::TYPE_VERTEX)
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H A D | rsgShader.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Shader Class. 80 class Shader class in namespace:rsg 91 Shader (Type type); 92 ~Shader (void);
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H A D | rsgProgramGenerator.cpp | 2 * drawElements Quality Program Random Shader Generator 43 Shader& vertexShader, 44 Shader& fragmentShader)
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H A D | rsgUtils.hpp | 4 * drawElements Quality Program Random Shader Generator 38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
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/external/deqp/modules/glshared/ |
H A D | glsRandomShaderProgram.hpp | 32 class Shader; 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms); 52 const rsg::Shader& m_vertexShader; 53 const rsg::Shader& m_fragmentShader;
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H A D | glsRandomShaderCase.hpp | 89 void checkShaderLimits (const rsg::Shader& shader) const; 90 void checkProgramLimits (const rsg::Shader& vtxShader, const rsg::Shader& frgShader) const; 103 rsg::Shader m_vertexShader; 104 rsg::Shader m_fragmentShader;
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H A D | glsFragOpInteractionCase.hpp | 23 * \brief Shader - render state interaction case. 70 rsg::Shader m_vertexShader; 71 rsg::Shader m_fragmentShader;
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/external/deqp/modules/gles31/functional/ |
H A D | es31fProgramInterfaceDefinition.hpp | 63 class Shader class in namespace:deqp::gles31::Functional::ProgramInterfaceDefinition 74 Shader (glu::ShaderType type, glu::GLSLVersion version); 75 ~Shader (void); 77 Shader (const Shader&); 78 Shader& operator= (const Shader&); 93 Shader* addShader (glu::ShaderType type, glu::GLSLVersion version); 98 const std::vector<Shader*>& getShaders (void) const; 120 std::vector<Shader*> m_shader [all...] |
/external/deqp/framework/referencerenderer/ |
H A D | rrShaders.hpp | 23 * \brief Shader interfaces. 52 * \brief Shader varying information 202 template<class Shader> 206 VertexShaderLoop (const Shader& shader) : m_shader(shader) {} 211 const Shader& m_shader; 214 template<class Shader> 215 void VertexShaderLoop<Shader>::shadeVertices (const VertexAttrib* inputs, VertexPacket* packets, const int numPackets) const 221 template<class Shader> 225 FragmentShaderLoop (const Shader& shader) : m_shader(shader) {} 230 const Shader [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
H A D | Renderer.java | 40 import com.jme3.shader.Shader; 41 import com.jme3.shader.Shader.ShaderSource; 177 public void setShader(Shader shader); 183 * @param shader Shader to delete. 185 public void deleteShader(Shader shader);
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/external/robolectric/v1/src/main/java/com/xtremelabs/robolectric/shadows/ |
H A D | ShadowPaint.java | 5 import android.graphics.Shader; 27 private Shader shader; 47 public Shader setShader(Shader shader) { 64 public Shader getShader() {
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/external/webrtc/talk/app/webrtc/java/android/org/webrtc/ |
H A D | GlRectDrawer.java | 121 private static class Shader { class in class:GlRectDrawer 125 public Shader(String fragmentShader) { method in class:GlRectDrawer.Shader 132 private final Map<String, Shader> shaders = new IdentityHashMap<String, Shader>(); 190 final Shader shader; 195 shader = new Shader(fragmentShader); 225 for (Shader shader : shaders.values()) {
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/external/deqp/executor/tools/ |
H A D | xeExtractShaderPrograms.cpp | 53 static const char* getShaderTypeSuffix (const xe::ri::Shader::ShaderType shaderType) 57 case xe::ri::Shader::SHADERTYPE_VERTEX: return "vert"; 58 case xe::ri::Shader::SHADERTYPE_FRAGMENT: return "frag"; 59 case xe::ri::Shader::SHADERTYPE_GEOMETRY: return "geom"; 60 case xe::ri::Shader::SHADERTYPE_TESS_CONTROL: return "tesc"; 61 case xe::ri::Shader::SHADERTYPE_TESS_EVALUATION: return "tese"; 62 case xe::ri::Shader::SHADERTYPE_COMPUTE: return "comp"; 74 const xe::ri::Shader& shader = dynamic_cast<const xe::ri::Shader&>(shaderProgram.shaders.getItem(shaderNdx));
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/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
H A D | Shader.java | 47 public final class Shader extends NativeObject implements Savable {
class in inherits:NativeObject,Savable 94 * Shader source describes a shader object in OpenGL. Each shader source
155 throw new NullPointerException("Shader source cannot be null");
163 throw new NullPointerException("Shader defines cannot be null");
216 public Shader(String language){
method in class:Shader 217 super(Shader.class);
228 public Shader(){
method in class:Shader 229 super(Shader.class);
232 protected Shader(Shader method in class:Shader [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/system/ |
H A D | NullRenderer.java | 44 import com.jme3.shader.Shader; 45 import com.jme3.shader.Shader.ShaderSource; 101 public void setShader(Shader shader) { 104 public void deleteShader(Shader shader) {
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/external/mesa3d/src/mesa/state_tracker/ |
H A D | st_atom_clip.c | 55 if (ctx->Shader.CurrentVertexProgram)
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/external/mesa3d/src/mesa/main/ |
H A D | uniforms.c | 134 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT); 144 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2); 155 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3); 168 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4); 175 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT); 185 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2); 196 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3); 208 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4); 215 _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT); 222 _mesa_uniform(ctx, ctx->Shader [all...] |
/external/robolectric/v1/src/test/java/com/xtremelabs/robolectric/shadows/ |
H A D | BitmapDrawableTest.java | 7 import android.graphics.Shader; 99 drawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.MIRROR); 100 assertEquals(Shader.TileMode.REPEAT, drawable.getTileModeX()); 101 assertEquals(Shader.TileMode.MIRROR, drawable.getTileModeY());
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