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Searched refs:RsdShader (Results 1 – 5 of 5) sorted by relevance

/frameworks/rs/driver/
DrsdShaderCache.h30 class RsdShader; variable
40 void setActiveVertex(RsdShader *pv) { in setActiveVertex()
45 void setActiveFragment(RsdShader *pf) { in setActiveFragment()
52 void cleanupVertex(RsdShader *s);
53 void cleanupFragment(RsdShader *s);
67 RsdShader *mVertex;
68 RsdShader *mFragment;
145 bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag);
146 void populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data);
148 RsdShader *prog, uint32_t linkedID,
DrsdProgram.cpp40 RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen, in rsdProgramVertexInit()
64 dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv); in rsdProgramVertexSetActive()
70 RsdShader *drv = NULL; in rsdProgramVertexDestroy()
72 drv = (RsdShader*)pv->mHal.drv; in rsdProgramVertexDestroy()
87 RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen, in rsdProgramFragmentInit()
98 dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv); in rsdProgramFragmentSetActive()
104 RsdShader *drv = NULL; in rsdProgramFragmentDestroy()
106 drv = (RsdShader*)pf->mHal.drv; in rsdProgramFragmentDestroy()
DrsdShader.cpp32 RsdShader::RsdShader(const Program *p, uint32_t type, in RsdShader() function in RsdShader
48 RsdShader::~RsdShader() { in ~RsdShader()
62 void RsdShader::initMemberVars() { in initMemberVars()
75 RsdShader::StateBasedKey *RsdShader::getExistingState() { in getExistingState()
76 RsdShader::StateBasedKey *returnKey = NULL; in getExistingState()
102 uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) { in getStateBasedShaderID()
117 void RsdShader::init(const char** textureNames, size_t textureNamesCount, in init()
139 String8 RsdShader::getGLSLInputString() const { in getGLSLInputString()
164 void RsdShader::appendAttributes() { in appendAttributes()
188 void RsdShader::appendTextures() { in appendTextures()
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DrsdShaderCache.cpp41 void RsdShaderCache::updateUniformArrayData(const Context *rsc, RsdShader *prog, uint32_t linkedID, in updateUniformArrayData()
63 void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) { in populateUniformData()
70 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) { in hasArrayUniforms()
109 RsdShader *vtx = mVertex; in link()
110 RsdShader *frag = mFragment; in link()
240 void RsdShaderCache::cleanupVertex(RsdShader *s) { in cleanupVertex()
258 void RsdShaderCache::cleanupFragment(RsdShader *s) { in cleanupFragment()
DrsdShader.h38 class RsdShader {
41 RsdShader(const android::renderscript::Program *p, uint32_t type,
45 virtual ~RsdShader();