Searched refs:pFragmentSource (Results 1 - 9 of 9) sorted by relevance
/frameworks/native/libs/gui/tests/ |
H A D | GLTest.h | 34 const char* pFragmentSource, GLuint* outPgm);
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H A D | GLTest.cpp | 294 const char* pFragmentSource, GLuint* outPgm) { 303 ASSERT_NO_FATAL_FAILURE(loadShader(GL_FRAGMENT_SHADER, pFragmentSource, 293 createProgram(const char* pVertexSource, const char* pFragmentSource, GLuint* outPgm) argument
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/frameworks/native/opengl/tests/gl2_jni/jni/ |
H A D | gl_code.cpp | 63 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { argument 69 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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/frameworks/native/opengl/tests/gldual/jni/ |
H A D | gl_code.cpp | 63 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { argument 69 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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/frameworks/native/opengl/tests/gl2_basic/ |
H A D | gl2_basic.cpp | 102 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { argument 108 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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/frameworks/native/opengl/tests/gl_perf/ |
H A D | fill_common.cpp | 65 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { argument 71 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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/frameworks/native/opengl/tests/gl2_copyTexImage/ |
H A D | gl2_copyTexImage.cpp | 102 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { argument 108 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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/frameworks/native/opengl/tests/gl2_yuvtex/ |
H A D | gl2_yuvtex.cpp | 118 GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { argument 124 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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/frameworks/av/media/libstagefright/tests/ |
H A D | SurfaceMediaSource_test.cpp | 233 void createProgram(const char* pVertexSource, const char* pFragmentSource, argument 245 loadShader(GL_FRAGMENT_SHADER, pFragmentSource, &fragmentShader);
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