/external/webkit/Source/WebCore/platform/graphics/chromium/ |
D | ProgramBinding.cpp | 52 bool ProgramBindingBase::init(const String& vertexShader, const String& fragmentShader) in init() argument 54 m_program = createShaderProgram(vertexShader, fragmentShader); in init() 87 unsigned fragmentShader = loadShader(GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSource); in createShaderProgram() local 88 if (!fragmentShader) { in createShaderProgram() 101 GLC(m_context, m_context->attachShader(programObject, fragmentShader)); in createShaderProgram() 117 GLC(m_context, m_context->deleteShader(fragmentShader)); in createShaderProgram()
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D | RenderSurfaceChromium.cpp | 116 … GLC(context3D, context3D->uniform1i(maskProgram->fragmentShader().samplerLocation(), 0)); in drawSurface() 119 … GLC(context3D, context3D->uniform1i(maskProgram->fragmentShader().maskSamplerLocation(), 1)); in drawSurface() 123 shaderAlphaLocation = maskProgram->fragmentShader().alphaLocation(); in drawSurface() 131 GLC(context3D, context3D->uniform1i(program->fragmentShader().samplerLocation(), 0)); in drawSurface() 133 shaderAlphaLocation = program->fragmentShader().alphaLocation(); in drawSurface()
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D | ProgramBinding.h | 42 bool init(const String& vertexShader, const String& fragmentShader); 73 const FragmentShader& fragmentShader() const { return m_fragmentShader; } in fragmentShader() function
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D | LayerTilerChromium.cpp | 388 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); in draw() 450 GLC(context, context->uniform1f(program->fragmentShader().alphaLocation(), opacity)); in drawTexturedQuad()
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/external/webkit/Source/WebCore/platform/graphics/chromium/cc/ |
D | CCVideoLayerImpl.cpp | 126 GLC(context, context->uniform1i(program->fragmentShader().yTextureLocation(), 1)); in drawYUV() 127 GLC(context, context->uniform1i(program->fragmentShader().uTextureLocation(), 2)); in drawYUV() 128 GLC(context, context->uniform1i(program->fragmentShader().vTextureLocation(), 3)); in drawYUV() 130 …GLC(context, context->uniformMatrix3fv(program->fragmentShader().ccMatrixLocation(), 0, const_cast… in drawYUV() 131 …GLC(context, context->uniform3fv(program->fragmentShader().yuvAdjLocation(), const_cast<float*>(yu… in drawYUV() 136 program->fragmentShader().alphaLocation()); in drawYUV() 154 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); in drawRGBA() 159 program->fragmentShader().alphaLocation()); in drawRGBA()
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D | CCCanvasLayerImpl.cpp | 61 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); in draw() 65 program->fragmentShader().alphaLocation()); in draw()
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D | CCPluginLayerImpl.cpp | 66 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); in draw() 70 program->fragmentShader().alphaLocation()); in draw()
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D | CCHeadsUpDisplay.cpp | 118 GLC(context, context->uniform1i(program->fragmentShader().samplerLocation(), 0)); in draw() 125 program->fragmentShader().alphaLocation()); in draw()
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D | CCLayerImpl.cpp | 183 …GLC(context, context->uniform4f(program->fragmentShader().colorLocation(), debugBorderColor().red(… in drawDebugBorder()
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
D | Shader.cpp | 106 …unsigned fragmentShader = loadShader(context, GraphicsContext3D::FRAGMENT_SHADER, fragmentShaderSo… in loadProgram() local 107 if (!fragmentShader) in loadProgram() 113 context->attachShader(program, fragmentShader); in loadProgram() 120 context->deleteShader(fragmentShader); in loadProgram()
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
D | ShaderProgram.h | 101 , fragmentShader(-1) in ShaderResource() 108 , fragmentShader(fragment) in ShaderResource() 114 GLuint fragmentShader; member
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D | ShaderProgram.cpp | 273 glDetachShader(m_resources[i].program, m_resources[i].fragmentShader); in cleanupGLResources() 275 glDeleteShader(m_resources[i].fragmentShader); in cleanupGLResources()
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
D | TechniqueDef.java | 230 public void setShaderFile(String vertexShader, String fragmentShader, String shaderLanguage){ in setShaderFile() argument 232 this.fragName = fragmentShader; in setShaderFile()
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/external/webkit/Source/WebCore/platform/graphics/opengl/ |
D | TextureMapperGL.cpp | 133 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); in createShaderProgram() local 135 GL_CMD(glShaderSource(fragmentShader, 1, &fragmentShaderSource, 0)) in createShaderProgram() 138 GL_CMD(glCompileShader(fragmentShader)) in createShaderProgram() 140 GL_CMD(glAttachShader(programID, fragmentShader)) in createShaderProgram()
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/external/webkit/Source/WebCore/ |
D | ChangeLog | 64149 (WebCore::ProgramBinding::fragmentShader):
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