Searched refs:Shader (Results 1 - 25 of 121) sorted by relevance

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/external/deqp/framework/randomshaders/
H A DrsgProgramGenerator.hpp4 * drawElements Quality Program Random Shader Generator
39 void generate (const ProgramParameters& programParams, Shader& vertexShader, Shader& fragmentShader);
H A DrsgGeneratorState.hpp4 * 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;
H A DrsgShaderGenerator.hpp4 * drawElements Quality Program Random Shader Generator
23 * \brief Shader generator.
42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
H A DrsgTest.cpp2 * 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);
H A DrsgProgramExecutor.hpp4 * drawElements Quality Program Random Shader Generator
51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
H A DrsgShader.cpp2 * 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
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H A DrsgGeneratorState.cpp2 * drawElements Quality Program Random Shader Generator
48 void GeneratorState::setShader (const ShaderParameters& shaderParams, Shader& shader)
H A DrsgVariable.cpp2 * 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)
H A DrsgShader.hpp4 * drawElements Quality Program Random Shader Generator
23 * \brief Shader Class.
80 class Shader class in namespace:rsg
91 Shader (Type type);
92 ~Shader (void);
H A DrsgProgramGenerator.cpp2 * drawElements Quality Program Random Shader Generator
43 Shader& vertexShader,
44 Shader& fragmentShader)
H A DrsgUtils.hpp4 * drawElements Quality Program Random Shader Generator
38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
/external/deqp/modules/glshared/
H A DglsRandomShaderProgram.hpp32 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;
H A DglsRandomShaderCase.hpp89 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;
H A DglsFragOpInteractionCase.hpp23 * \brief Shader - render state interaction case.
70 rsg::Shader m_vertexShader;
71 rsg::Shader m_fragmentShader;
/external/deqp/modules/gles31/functional/
H A Des31fProgramInterfaceDefinition.hpp63 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
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/external/deqp/framework/referencerenderer/
H A DrrShaders.hpp23 * \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
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/
H A DRenderer.java40 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);
/external/robolectric/v1/src/main/java/com/xtremelabs/robolectric/shadows/
H A DShadowPaint.java5 import android.graphics.Shader;
27 private Shader shader;
47 public Shader setShader(Shader shader) {
64 public Shader getShader() {
/external/webrtc/talk/app/webrtc/java/android/org/webrtc/
H A DGlRectDrawer.java121 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()) {
/external/deqp/executor/tools/
H A DxeExtractShaderPrograms.cpp53 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));
/external/jmonkeyengine/engine/src/core/com/jme3/shader/
H A DShader.java47 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
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/external/jmonkeyengine/engine/src/core/com/jme3/system/
H A DNullRenderer.java44 import com.jme3.shader.Shader;
45 import com.jme3.shader.Shader.ShaderSource;
101 public void setShader(Shader shader) {
104 public void deleteShader(Shader shader) {
/external/mesa3d/src/mesa/state_tracker/
H A Dst_atom_clip.c55 if (ctx->Shader.CurrentVertexProgram)
/external/mesa3d/src/mesa/main/
H A Duniforms.c134 _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
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/external/robolectric/v1/src/test/java/com/xtremelabs/robolectric/shadows/
H A DBitmapDrawableTest.java7 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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