Searched refs:createShader (Results 1 - 25 of 174) sorted by relevance

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/external/swiftshader/src/OpenGL/libGL/
H A DShader.h85 virtual void createShader() = 0;
111 virtual void createShader();
130 virtual void createShader();
H A DResourceManager.h58 GLuint createShader(GLenum type);
H A DShader.cpp196 createShader();
396 void VertexShader::createShader() function in class:gl::VertexShader
433 void FragmentShader::createShader() function in class:gl::FragmentShader
/external/swiftshader/src/OpenGL/libGLESv2/
H A DShader.h82 virtual void createShader() = 0;
108 virtual void createShader();
127 virtual void createShader();
H A DResourceManager.h60 GLuint createShader(GLenum type);
H A DShader.cpp204 createShader();
419 void VertexShader::createShader() function in class:es2::VertexShader
456 void FragmentShader::createShader() function in class:es2::FragmentShader
/external/deqp/external/openglcts/modules/glesext/geometry_shader/
H A DesextcGeometryShaderLinking.cpp123 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
124 m_gs_id = gl.createShader(GL_GEOMETRY_SHADER);
391 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
392 m_gs_id = gl.createShader(GL_GEOMETRY_SHADER);
393 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
749 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
750 m_gs_id = gl.createShader(GL_GEOMETRY_SHADER);
751 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
952 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
953 m_gs_id = gl.createShader(GL_GEOMETRY_SHADE
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H A DesextcGeometryShaderNonarrayInput.cpp214 m_fs = gl.createShader(GL_FRAGMENT_SHADER);
215 m_gs_invalid_non_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
216 m_gs_invalid_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
217 m_gs_valid_non_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
218 m_gs_valid_ib = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
219 m_vs_valid_non_ib = gl.createShader(GL_VERTEX_SHADER);
220 m_vs_valid_ib = gl.createShader(GL_VERTEX_SHADER);
H A DesextcGeometryShaderClipping.cpp173 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
174 m_gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
175 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
H A DesextcGeometryShaderLayeredRendering.cpp295 m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
296 m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
297 m_tests[LAYERED_RENDERING_TEST_ITERATION_CUBEMAP].vs_id = gl.createShader(GL_VERTEX_SHADER);
299 m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
300 m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
301 m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_ARRAY].vs_id = gl.createShader(GL_VERTEX_SHADER);
303 m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].fs_id = gl.createShader(GL_FRAGMENT_SHADER);
304 m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
305 m_tests[LAYERED_RENDERING_TEST_ITERATION_3D].vs_id = gl.createShader(GL_VERTEX_SHADER);
307 m_tests[LAYERED_RENDERING_TEST_ITERATION_2D_MULTISAMPLE_ARRAY].fs_id = gl.createShader(GL_FRAGMENT_SHADE
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H A DesextcGeometryShaderQualifiers.cpp112 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
113 m_gs_id = gl.createShader(GL_GEOMETRY_SHADER);
114 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
H A DesextcGeometryShaderInput.cpp341 m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
342 m_geometry_shader_unsized_arrays_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
343 m_geometry_shader_sized_arrays_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
344 m_vertex_shader_id = gl.createShader(GL_VERTEX_SHADER);
834 info.vs_id = gl.createShader(GL_VERTEX_SHADER);
835 info.gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
836 info.fs_id = gl.createShader(GL_FRAGMENT_SHADER);
938 m_fragment_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
939 m_geometry_shader_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
940 m_vertex_shader_id = gl.createShader(GL_VERTEX_SHADE
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H A DesextcGeometryShaderLayeredRenderingFBONoAttachment.cpp279 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
280 m_gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
281 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
H A DesextcGeometryShaderPrimitiveQueries.cpp340 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
341 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
342 m_gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
/external/deqp/external/openglcts/modules/common/
H A DglcLimitTest.hpp54 std::string createShader() const;
H A DglcLimitTest.inl79 std::string shaderSource = createShader();
82 GLuint shader = gl.createShader(GL_COMPUTE_SHADER);
201 std::string LimitCase<DataType>::createShader() const
/external/skia/gm/
H A Dsamplerstress.cpp68 void createShader() { function in class:skiagm::SamplerStressGM
89 createShader();
/external/skqp/gm/
H A Dsamplerstress.cpp68 void createShader() { function in class:skiagm::SamplerStressGM
89 createShader();
/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
H A DesextcTextureCubeMapArrayImageOperations.cpp373 m_copy_cs_id = gl.createShader(GL_COMPUTE_SHADER);
775 m_cs_id = gl.createShader(GL_COMPUTE_SHADER);
789 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
791 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
808 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
810 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
827 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
829 m_gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
831 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
850 m_vs_id = gl.createShader(GL_VERTEX_SHADE
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/external/deqp/external/openglcts/modules/glesext/tessellation_shader/
H A DesextcTessellationShaderProgramInterfaces.cpp117 m_fs_shader_id = gl.createShader(GL_FRAGMENT_SHADER);
118 m_tc_shader_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
119 m_te_shader_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
120 m_vs_shader_id = gl.createShader(GL_VERTEX_SHADER);
H A DesextcTessellationShaderPrimitiveCoverage.cpp416 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
419 m_quad_tessellation_tcs_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
422 m_quad_tessellation_tes_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
425 m_triangles_tessellation_tcs_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
428 m_triangles_tessellation_tes_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
431 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
H A DesextcTessellationShaderTessellation.cpp467 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
468 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
544 run.tc_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
545 run.te_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
1021 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
1022 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
1159 run.tc_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
1169 run.te_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
1763 m_broken_ts_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
1764 m_fs_id = gl.createShader(GL_FRAGMENT_SHADE
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H A DesextcTessellationShaderXFB.cpp196 so_id = gl.createShader(shader_type);
264 m_fs_id = gl.createShader(GL_FRAGMENT_SHADER);
265 m_tc_id = gl.createShader(m_glExtTokens.TESS_CONTROL_SHADER);
266 m_te_id = gl.createShader(m_glExtTokens.TESS_EVALUATION_SHADER);
267 m_vs_id = gl.createShader(GL_VERTEX_SHADER);
275 m_gs_id = gl.createShader(m_glExtTokens.GEOMETRY_SHADER);
/external/autotest/client/site_tests/graphics_SanAngeles/src/
H A Dshader.c39 static GLuint createShader(const char *src, GLenum shaderType) function
64 GLuint shaderVertex = createShader(srcVertex, GL_VERTEX_SHADER);
73 GLuint shaderFragment = createShader(srcFragment, GL_FRAGMENT_SHADER);
/external/eigen/unsupported/test/
H A Dopenglsupport.cpp72 GLint createShader(const char* vtx, const char* frg) function
236 GLint prg_id = createShader(vtx,frg);
264 GLint prg_id = createShader(vtx,frg);
294 GLint prg_id = createShader(vtx,frg);
319 GLint prg_id = createShader(vtx,frg);

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