Searched refs:fragmentShaderCount (Results 1 – 4 of 4) sorted by relevance
/hardware/qcom/sdm845/display/gpu_tonemapper/ |
D | Tonemapper.cpp | 95 int fragmentShaderCount = 0; in build() local 99 fragmentShaders[fragmentShaderCount++] = version; in build() 103 fragmentShaders[fragmentShaderCount++] = define; in build() 107 fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader; in build() 109 fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader; in build() 113 engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders); in build()
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/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/ |
D | Tonemapper.cpp | 95 int fragmentShaderCount = 0; in build() local 99 fragmentShaders[fragmentShaderCount++] = version; in build() 103 fragmentShaders[fragmentShaderCount++] = define; in build() 107 fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader; in build() 109 fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader; in build() 113 engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders); in build()
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/hardware/qcom/display/msm8909/gpu_tonemapper/ |
D | Tonemapper.cpp | 95 int fragmentShaderCount = 0; in build() local 99 fragmentShaders[fragmentShaderCount++] = version; in build() 103 fragmentShaders[fragmentShaderCount++] = define; in build() 107 fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader; in build() 109 fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader; in build() 113 engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders); in build()
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/hardware/qcom/display/msm8998/gpu_tonemapper/ |
D | Tonemapper.cpp | 100 int fragmentShaderCount = 0; in build() local 104 fragmentShaders[fragmentShaderCount++] = version; in build() 108 fragmentShaders[fragmentShaderCount++] = define; in build() 112 fragmentShaders[fragmentShaderCount++] = rgba_inverse_tonemap_shader; in build() 114 fragmentShaders[fragmentShaderCount++] = forward_tonemap_shader; in build() 118 engine_loadProgram(1, &fullscreen_vertex_shader, fragmentShaderCount, fragmentShaders); in build()
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