Searched refs:Shaders (Results 1 – 6 of 6) sorted by relevance
/external/mesa3d/src/glsl/ |
D | glsl_compiler.cpp | 243 whole_program->Shaders = (struct gl_shader **) in main() 244 hieralloc_realloc(whole_program, whole_program->Shaders, in main() 246 assert(whole_program->Shaders != NULL); in main() 250 whole_program->Shaders[whole_program->NumShaders] = shader; in main()
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D | linker.cpp | 1557 min_version = MIN2(min_version, prog->Shaders[i]->Version); in link_shaders() 1558 max_version = MAX2(max_version, prog->Shaders[i]->Version); in link_shaders() 1560 switch (prog->Shaders[i]->Type) { in link_shaders() 1562 vert_shader_list[num_vert_shaders] = prog->Shaders[i]; in link_shaders() 1566 frag_shader_list[num_frag_shaders] = prog->Shaders[i]; in link_shaders() 1571 assert(prog->Shaders[i]->Type != GL_GEOMETRY_SHADER); in link_shaders()
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/external/mesa3d/src/pixelflinger2/ |
D | shader.cpp | 234 if (program->Shaders[i]->Type == shader->Type || program->Shaders[i] == shader) in GGLShaderAttach() 237 program->Shaders = (gl_shader **)hieralloc_realloc in GGLShaderAttach() 238 (program, program->Shaders, gl_shader *, program->NumShaders + 1); in GGLShaderAttach() 239 if (!program->Shaders) { in GGLShaderAttach() 243 program->Shaders[program->NumShaders] = shader; in GGLShaderAttach() 569 if (program->Shaders[i] == shader) { in GGLShaderDetach() 572 program->Shaders[i] = program->Shaders[program->NumShaders]; in GGLShaderDetach() 592 GGLShaderDelete(program->Shaders[i]); // actually just mark for delete in GGLShaderProgramDelete() 593 GGLShaderDetach(program, program->Shaders[i]); // detach will delete if ref == 1 in GGLShaderProgramDelete()
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/external/mesa3d/src/mesa/main/ |
D | mtypes.h | 2103 struct gl_shader **Shaders; /**< List of attached the shaders */ member
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/external/webkit/Source/WebCore/html/canvas/ |
D | WebGLRenderingContext.idl | 245 /* Shaders */
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/external/webkit/Source/WebCore/ |
D | ChangeLog-2010-12-06 | 78910 …Shaders and programs shouldn't be deleted until their attachments are removed, therefore, we need …
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