Home
last modified time | relevance | path

Searched refs:fragmentShaders (Results 1 – 4 of 4) sorted by relevance

/hardware/qcom/sdm845/display/gpu_tonemapper/
DTonemapper.cpp94 const char *fragmentShaders[3]; 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()
/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
DTonemapper.cpp94 const char *fragmentShaders[3]; 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()
/hardware/qcom/display/msm8909/gpu_tonemapper/
DTonemapper.cpp94 const char *fragmentShaders[3]; 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()
/hardware/qcom/display/msm8998/gpu_tonemapper/
DTonemapper.cpp99 const char *fragmentShaders[3]; 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()