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Searched refs:Shaders (Results 1 – 25 of 48) sorted by relevance

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/external/mesa3d/src/mesa/main/
Dshaderapi.c261 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()
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Dshaderobj.c387 _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()
Dff_fragment_shader.cpp1117 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()
Dglspirv.c125 struct gl_shader *shader = prog->Shaders[i]; in _mesa_spirv_link_shaders()
/external/mesa3d/src/compiler/glsl/
Dshader_cache.cpp73 _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()
Dstandalone.cpp462 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()
Dlinker.cpp4599 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()
/external/deqp/doc/testspecs/GLES3/
Dfunctional.ubo.txt61 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
/external/mesa3d/docs/
Dshading.rst39 Shaders can be dumped and replaced on runtime for debugging purposes.
54 Capturing Shaders
104 - Shaders which use too many registers will not compile.
/external/skia/site/docs/user/
Dcoordinates.md31 ## <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
/external/mesa3d/docs/relnotes/
D10.0.4.rst41 \`shProg->Shaders[j]->Type == 0x8B31 \|\| shProg->Shaders[j]->Type ==
/external/deqp/modules/gles2/performance/
Des2pShaderCompilationCases.cpp630 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()
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/external/deqp/modules/gles3/performance/
Des3pShaderCompilationCases.cpp630 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()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/
DClear11.hlsl7 // Clear11.hlsl: Shaders for clearing RTVs and DSVs using draw calls and
25 // Vertex Shaders
342 // Pixel Shaders
/external/mesa3d/src/gallium/auxiliary/postprocess/
DADDING51 Shaders is the number of shaders your filter needs. The minimum is 2.
/external/deqp/external/openglcts/docs/specs/
DCTS_ARB_sparse_texture_clamp.txt62 Shaders should check texture access residency information and pass
DCTS_ARB_sparse_texture2.txt145 Shaders should check texture access residency information using
/external/skia/site/docs/
D_index.md60 <tr><th>Sum Path Effects</th><th>Shaders</th></tr>
/external/skqp/site/
Dindex.md57 <tr><th>Sum Path Effects</th><th>Shaders</th></tr>
Dindex_zh.md86 <tr><th><!-- Sum Path Effects -->叠加路径特效</th><th><!-- Shaders -->着色器</th></tr>
/external/vulkan-validation-layers/layers/
DREADME.md50 ### Validate API State and Shaders
51 …Some of the state it tracks includes the Descriptor Set, Pipeline State, Shaders, and dynamic stat…
/external/deqp/doc/testspecs/GLES2/
Dperformance.compiler.txt36 + Shaders designed to stress compiler (note: in release 2012.4)
/external/mesa3d/src/mesa/drivers/dri/i965/
Dbrw_link.cpp368 const struct gl_shader *sh = shProg->Shaders[i]; in brw_link_shader()
/external/webrtc/sdk/objc/components/renderer/opengl/
DRTCShader.mm97 // Shaders are created only to generate program.
/external/deqp-deps/amber/
DREADME.md14 * Shaders.
16 * Shaders can be expressed in binary form (as hex), in SPIR-V assembly, or in a

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