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Searched refs:Shader (Results 1 – 25 of 56) sorted by relevance

123

/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
DShader.cpp21 void *Shader::mFragmentCompiler = NULL;
22 void *Shader::mVertexCompiler = NULL;
24 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager) in Shader() function in gl::Shader
60 Shader::~Shader() in ~Shader()
67 GLuint Shader::getHandle() const in getHandle()
72 void Shader::setSource(GLsizei count, const char **string, const GLint *length) in setSource()
112 int Shader::getInfoLogLength() const in getInfoLogLength()
124 void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) in getInfoLog()
148 int Shader::getSourceLength() const in getSourceLength()
160 void Shader::getSource(GLsizei bufSize, GLsizei *length, char *source) in getSource()
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DShader.h43 class Shader
48 Shader(ResourceManager *manager, GLuint handle);
50 virtual ~Shader();
75 DISALLOW_COPY_AND_ASSIGN(Shader);
121 class VertexShader : public Shader
142 class FragmentShader : public Shader
DResourceManager.h23 class Shader; variable
58 Shader *getShader(GLuint handle);
77 typedef std::map<GLuint, Shader*> ShaderMap;
/external/webkit/Source/WebCore/platform/graphics/gpu/
DShader.cpp46 void Shader::affineTo3x3(const AffineTransform& transform, float mat[9]) in affineTo3x3()
60 void Shader::affineTo4x4(const AffineTransform& transform, float mat[16]) in affineTo4x4()
81 unsigned Shader::loadShader(GraphicsContext3D* context, unsigned type, const String& shaderSource) in loadShader()
101 unsigned Shader::loadProgram(GraphicsContext3D* context, const String& vertexShaderSource, const St… in loadProgram()
124 Shader::Shader(GraphicsContext3D* context, unsigned program) in Shader() function in WebCore::Shader
130 Shader::~Shader() in ~Shader()
136 String Shader::generateVertex(Shader::VertexType vertexType, Shader::FillType fillType) in generateVertex()
192 String Shader::generateFragment(Shader::VertexType vertexType, Shader::FillType fillType, Shader::A… in generateFragment()
DSolidFillShader.cpp43 : Shader(context, program) in SolidFillShader()
53 generateVertex(Shader::TwoDimensional, Shader::SolidFill), in create()
54 … generateFragment(Shader::TwoDimensional, Shader::SolidFill, Shader::NotAntialiased)); in create()
DTexShader.cpp42 : Shader(context, program) in TexShader()
54 generateVertex(Shader::TwoDimensional, Shader::TextureFill), in create()
55 … generateFragment(Shader::TwoDimensional, Shader::TextureFill, Shader::NotAntialiased)); in create()
DShader.h44 class Shader {
45 WTF_MAKE_NONCOPYABLE(Shader);
65 Shader(GraphicsContext3D*, unsigned program);
66 ~Shader();
DLoopBlinnShader.h35 class LoopBlinnShader : public Shader {
DSolidFillShader.h38 class SolidFillShader : public Shader {
DBicubicShader.h38 class BicubicShader : public Shader {
DTexShader.h38 class TexShader : public Shader {
DConvolutionShader.h38 class ConvolutionShader : public Shader {
DLoopBlinnShader.cpp35 : Shader(context, program) in LoopBlinnShader()
/external/jmonkeyengine/engine/src/core/com/jme3/shader/
DShader.java47 public final class Shader extends NativeObject implements Savable { class
216 public Shader(String language){ in Shader() method in Shader
217 super(Shader.class); in Shader()
228 public Shader(){ in Shader() method in Shader
229 super(Shader.class); in Shader()
232 protected Shader(Shader s){ in Shader() method in Shader
233 super(Shader.class, s.id); in Shader()
440 return new Shader(this); in createDestructableClone()
/external/robolectric/src/main/java/com/xtremelabs/robolectric/shadows/
DShadowPaint.java5 import android.graphics.Shader;
27 private Shader shader;
47 public Shader setShader(Shader shader) { in setShader()
64 public Shader getShader() { in getShader()
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/
DRenderer.java40 import com.jme3.shader.Shader;
41 import com.jme3.shader.Shader.ShaderSource;
177 public void setShader(Shader shader); in setShader()
185 public void deleteShader(Shader shader); in deleteShader()
DStatistics.java36 import com.jme3.shader.Shader;
136 public void onShaderUse(Shader shader, boolean wasSwitched){ in onShaderUse()
DCaps.java35 import com.jme3.shader.Shader;
334 public static boolean supports(Collection<Caps> caps, Shader shader){ in supports()
/external/jmonkeyengine/engine/src/core/com/jme3/system/
DNullRenderer.java44 import com.jme3.shader.Shader;
45 import com.jme3.shader.Shader.ShaderSource;
101 public void setShader(Shader shader) { in setShader()
104 public void deleteShader(Shader shader) { in deleteShader()
/external/robolectric/src/test/java/com/xtremelabs/robolectric/shadows/
DBitmapDrawableTest.java7 import android.graphics.Shader;
99 drawable.setTileModeXY(Shader.TileMode.REPEAT, Shader.TileMode.MIRROR); in shouldSetTileModeXY()
100 assertEquals(Shader.TileMode.REPEAT, drawable.getTileModeX()); in shouldSetTileModeXY()
101 assertEquals(Shader.TileMode.MIRROR, drawable.getTileModeY()); in shouldSetTileModeXY()
/external/jmonkeyengine/engine/src/core/com/jme3/asset/
DDesktopAssetManager.java41 import com.jme3.shader.Shader;
387 public Shader loadShader(ShaderKey key){ in loadShader()
390 Shader s = (Shader) cache.getFromCache(key); in loadShader()
398 s = new Shader(key.getLanguage()); in loadShader()
399 … s.addSource(Shader.ShaderType.Vertex, vertName, vertSource, key.getDefines().getCompiled()); in loadShader()
400 … s.addSource(Shader.ShaderType.Fragment, fragName, fragSource, key.getDefines().getCompiled()); in loadShader()
DAssetManager.java40 import com.jme3.shader.Shader;
253 public Shader loadShader(ShaderKey key); in loadShader()
/external/jmonkeyengine/engine/src/core/com/jme3/material/
DTechnique.java53 private Shader shader;
97 public Shader getShader() { in getShader()
257 shader = (Shader) ic.readSavable("shader", null); in read()
DMaterial.java47 import com.jme3.shader.Shader;
643 protected void updateLightListUniforms(Shader shader, Geometry g, int numLights) { in updateLightListUniforms()
715 protected void renderMultipassLighting(Shader shader, Geometry g, RenderManager rm) { in renderMultipassLighting()
942 Shader shader = technique.getShader(); in preload()
948 private void clearUniformsSetByCurrent(Shader shader) { in clearUniformsSetByCurrent()
957 private void resetUniformsNotSetByCurrent(Shader shader) { in resetUniformsNotSetByCurrent()
1012 Shader shader = technique.getShader(); in render()
/external/webkit/Source/ThirdParty/ANGLE/
DChangeLog482 * src/libGLESv2/Shader.cpp:
483 (gl::Shader::Shader):
484 (gl::Shader::parseVaryings):
485 (gl::Shader::compileToHLSL):
1043 * src/libGLESv2/Shader.cpp:
1044 (gl::Shader::Shader):
1045 (gl::Shader::addRef):
1046 (gl::Shader::release):
1047 (gl::Shader::getRefCount):
1048 (gl::Shader::parseVaryings):
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