/external/mesa3d/src/mesa/main/ |
D | shaderapi.c | 261 shProg->Shaders = realloc(shProg->Shaders, in attach_shader() 263 if (!shProg->Shaders) { in attach_shader() 269 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */ in attach_shader() 270 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh); in attach_shader() 295 if (shProg->Shaders[i] == sh) { in attach_shader_err() 305 shProg->Shaders[i]->Stage == sh->Stage) { in attach_shader_err() 454 if (shProg->Shaders[i]->Name == shader) { in detach_shader() 459 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); in detach_shader() 469 newList[j] = shProg->Shaders[j]; in detach_shader() 472 newList[j++] = shProg->Shaders[i]; in detach_shader() [all …]
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D | shaderobj.c | 387 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); in _mesa_free_shader_program_data() 391 free(shProg->Shaders); in _mesa_free_shader_program_data() 392 shProg->Shaders = NULL; in _mesa_free_shader_program_data()
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D | ff_fragment_shader.cpp | 1117 p.shader_program->Shaders = in create_new_program() 1118 (gl_shader **)malloc(sizeof(*p.shader_program->Shaders)); in create_new_program() 1119 p.shader_program->Shaders[0] = p.shader; in create_new_program()
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D | glspirv.c | 125 struct gl_shader *shader = prog->Shaders[i]; in _mesa_spirv_link_shaders()
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/external/mesa3d/src/compiler/glsl/ |
D | shader_cache.cpp | 73 _mesa_glsl_compile_shader(ctx, prog->Shaders[i], false, false, true); in compile_shaders() 125 memcpy(cache_item_metadata.keys[i], prog->Shaders[i]->sha1, in shader_cache_write_program_metadata() 204 struct gl_shader *sh = prog->Shaders[i]; in shader_cache_read_program_metadata()
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D | standalone.cpp | 462 whole_program->Shaders = in standalone_compile_shader() 463 reralloc(whole_program, whole_program->Shaders, in standalone_compile_shader() 465 assert(whole_program->Shaders != NULL); in standalone_compile_shader() 469 whole_program->Shaders[whole_program->NumShaders] = shader; in standalone_compile_shader() 523 const gl_shader_stage stage = whole_program->Shaders[0]->Stage; in standalone_compile_shader() 530 whole_program->Shaders, in standalone_compile_shader()
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D | linker.cpp | 4599 min_version = MIN2(min_version, prog->Shaders[i]->Version); in link_shaders() 4600 max_version = MAX2(max_version, prog->Shaders[i]->Version); in link_shaders() 4603 prog->Shaders[i]->IsES != prog->Shaders[0]->IsES) { in link_shaders() 4609 if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) { in link_shaders() 4613 gl_shader_stage shader_type = prog->Shaders[i]->Stage; in link_shaders() 4614 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i]; in link_shaders() 4621 if (!ctx->Const.AllowGLSLRelaxedES && prog->Shaders[0]->IsES && in link_shaders() 4629 prog->IsES = prog->Shaders[0]->IsES; in link_shaders()
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/external/deqp/doc/testspecs/GLES3/ |
D | functional.ubo.txt | 61 Shaders are generated based on uniform declarations and use set. Each uniform that 68 Shaders are compiled and linked together. Uniform block layout is queried and
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/external/mesa3d/docs/ |
D | shading.rst | 39 Shaders can be dumped and replaced on runtime for debugging purposes. 54 Capturing Shaders 104 - Shaders which use too many registers will not compile.
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/external/skia/site/docs/user/ |
D | coordinates.md | 31 ## <span>Shaders Do Not Move With Geometry</span> 40 slid the rectangle across the gradient defined by the `SkShader`. Shaders do not move with the
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/external/mesa3d/docs/relnotes/ |
D | 10.0.4.rst | 41 \`shProg->Shaders[j]->Type == 0x8B31 \|\| shProg->Shaders[j]->Type ==
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/external/deqp/modules/gles2/performance/ |
D | es2pShaderCompilationCases.cpp | 630 struct Shaders struct in deqp::gles2::Performance::InvalidShaderCompilerCase 650 Shaders createShaders (void) const; 651 void setShaderSources (const Shaders&, const ProgramContext&) const; 653 void cleanup (const Shaders&) const; 655 Logs getLogs (const Shaders&) const; 2380 InvalidShaderCompilerCase::Shaders InvalidShaderCompilerCase::createShaders (void) const in createShaders() 2383 Shaders result; in createShaders() 2391 void InvalidShaderCompilerCase::setShaderSources (const Shaders& shaders, const ProgramContext& pro… in setShaderSources() 2417 InvalidShaderCompilerCase::Logs InvalidShaderCompilerCase::getLogs (const Shaders& shaders) const in getLogs() 2428 void InvalidShaderCompilerCase::cleanup (const Shaders& shaders) const in cleanup() [all …]
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderCompilationCases.cpp | 630 struct Shaders struct in deqp::gles3::Performance::InvalidShaderCompilerCase 650 Shaders createShaders (void) const; 651 void setShaderSources (const Shaders&, const ProgramContext&) const; 653 void cleanup (const Shaders&) const; 655 Logs getLogs (const Shaders&) const; 2400 InvalidShaderCompilerCase::Shaders InvalidShaderCompilerCase::createShaders (void) const in createShaders() 2403 Shaders result; in createShaders() 2411 void InvalidShaderCompilerCase::setShaderSources (const Shaders& shaders, const ProgramContext& pro… in setShaderSources() 2437 InvalidShaderCompilerCase::Logs InvalidShaderCompilerCase::getLogs (const Shaders& shaders) const in getLogs() 2448 void InvalidShaderCompilerCase::cleanup (const Shaders& shaders) const in cleanup() [all …]
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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | Clear11.hlsl | 7 // Clear11.hlsl: Shaders for clearing RTVs and DSVs using draw calls and 25 // Vertex Shaders 342 // Pixel Shaders
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/external/mesa3d/src/gallium/auxiliary/postprocess/ |
D | ADDING | 51 Shaders is the number of shaders your filter needs. The minimum is 2.
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/external/deqp/external/openglcts/docs/specs/ |
D | CTS_ARB_sparse_texture_clamp.txt | 62 Shaders should check texture access residency information and pass
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D | CTS_ARB_sparse_texture2.txt | 145 Shaders should check texture access residency information using
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/external/skia/site/docs/ |
D | _index.md | 60 <tr><th>Sum Path Effects</th><th>Shaders</th></tr>
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/external/skqp/site/ |
D | index.md | 57 <tr><th>Sum Path Effects</th><th>Shaders</th></tr>
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D | index_zh.md | 86 <tr><th><!-- Sum Path Effects -->叠加路径特效</th><th><!-- Shaders -->着色器</th></tr>
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/external/vulkan-validation-layers/layers/ |
D | README.md | 50 ### Validate API State and Shaders 51 …Some of the state it tracks includes the Descriptor Set, Pipeline State, Shaders, and dynamic stat…
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/external/deqp/doc/testspecs/GLES2/ |
D | performance.compiler.txt | 36 + Shaders designed to stress compiler (note: in release 2012.4)
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
D | brw_link.cpp | 368 const struct gl_shader *sh = shProg->Shaders[i]; in brw_link_shader()
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/external/webrtc/sdk/objc/components/renderer/opengl/ |
D | RTCShader.mm | 97 // Shaders are created only to generate program.
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/external/deqp-deps/amber/ |
D | README.md | 14 * Shaders. 16 * Shaders can be expressed in binary form (as hex), in SPIR-V assembly, or in a
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