/external/libgdx/backends/gdx-backends-gwt/src/com/google/gwt/webgl/client/ |
D | WebGLUtil.java | 36 WebGLProgram shaderProgram = gl.createProgram(); in createShaderProgram() local 37 gl.attachShader(shaderProgram, fragmentShader); in createShaderProgram() 38 gl.attachShader(shaderProgram, vertexShader); in createShaderProgram() 39 gl.linkProgram(shaderProgram); in createShaderProgram() 41 if (!gl.getProgramParameterb(shaderProgram, LINK_STATUS)) { in createShaderProgram() 45 return shaderProgram; in createShaderProgram()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
D | GLES30Test.java | 15 ShaderProgram shaderProgram; field in GLES30Test 22 …shaderProgram = new ShaderProgram(Gdx.files.internal("data/shaders/gles30sprite.vert"), Gdx.files.… in create() 23 Gdx.app.log("GLES30Test", shaderProgram.getLog()); in create() 24 if (shaderProgram.isCompiled()) { in create() 26 batch.setShader(shaderProgram); in create() 44 shaderProgram.dispose(); in dispose()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/ |
D | TextureArrayTest.java | 44 ShaderProgram shaderProgram; field in TextureArrayTest 69 …shaderProgram = new ShaderProgram(Gdx.files.internal("data/shaders/texturearray.vert"), Gdx.files.… in create() 70 System.out.println(shaderProgram.getLog()); in create() 121 shaderProgram.begin(); in render() 122 shaderProgram.setUniformi("u_textureArray", 0); in render() 123 shaderProgram.setUniformMatrix("u_projViewTrans", camera.combined); in render() 124 shaderProgram.setUniformMatrix("u_modelView", modelView); in render() 125 terrain.render(shaderProgram, GL20.GL_TRIANGLES); in render() 126 shaderProgram.end(); in render() 132 shaderProgram.dispose(); in dispose()
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D | MultipleRenderTargetTest.java | 372 ShaderProgram shaderProgram; field in MultipleRenderTargetTest.MRTShader 388 shaderProgram = new ShaderProgram(prefix + vert, prefix + frag); in MRTShader() 389 if (!shaderProgram.isCompiled()) { in MRTShader() 390 throw new GdxRuntimeException(shaderProgram.getLog()); in MRTShader() 417 shaderProgram.begin(); in begin() 418 shaderProgram.setUniformMatrix("u_projViewTrans", camera.combined); in begin() 432 …shaderProgram.setUniformi("u_diffuseTexture", context.textureBinder.bind(diffuseTexture.textureDes… in render() 435 …shaderProgram.setUniformi("u_normalTexture", context.textureBinder.bind(normalTexture.textureDescr… in render() 438 …shaderProgram.setUniformi("u_specularTexture", context.textureBinder.bind(specTexture.textureDescr… in render() 441 shaderProgram.setUniformMatrix("u_worldTrans", renderable.worldTransform); in render() [all …]
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/external/skia/bench/ |
D | GLBench.cpp | 89 GrGLuint shaderProgram; in CreateProgram() local 90 GR_GL_CALL_RET(gl, shaderProgram, CreateProgram()); in CreateProgram() 91 GR_GL_CALL(gl, AttachShader(shaderProgram, vertexShader)); in CreateProgram() 92 GR_GL_CALL(gl, AttachShader(shaderProgram, fragmentShader)); in CreateProgram() 93 GR_GL_CALL(gl, LinkProgram(shaderProgram)); in CreateProgram() 98 GR_GL_CALL(gl, GetProgramiv(shaderProgram, GR_GL_LINK_STATUS, &success)); in CreateProgram() 100 GR_GL_CALL(gl, GetProgramInfoLog(shaderProgram, 512, nullptr, infoLog)); in CreateProgram() 106 return shaderProgram; in CreateProgram()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/ |
D | Pass1Shader.java | 63 …Pass1Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in Pass1Shader() argument 64 super(renderable, config, shaderProgram); in Pass1Shader()
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D | MainShader.java | 100 … MainShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in MainShader() argument 101 super(renderable, config, shaderProgram); in MainShader()
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D | Pass2Shader.java | 190 …Pass2Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in Pass2Shader() argument 191 super(renderable, config, shaderProgram); in Pass2Shader()
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/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/ |
D | Pass1Shader.java | 63 …Pass1Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in Pass1Shader() argument 64 super(renderable, config, shaderProgram); in Pass1Shader()
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D | MainShader.java | 128 … MainShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in MainShader() argument 129 super(renderable, config, shaderProgram); in MainShader()
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/external/deqp/executor/tools/ |
D | xeExtractShaderPrograms.cpp | 68 …e& cmdLine, const std::string& casePath, const xe::ri::ShaderProgram& shaderProgram, int programNd… in writeShaderProgram() argument 72 for (int shaderNdx = 0; shaderNdx < shaderProgram.shaders.getNumItems(); shaderNdx++) in writeShaderProgram() 74 …const xe::ri::Shader& shader = dynamic_cast<const xe::ri::Shader&>(shaderProgram.shaders.getItem(… in writeShaderProgram()
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/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
D | demo.c | 98 GLuint shaderProgram; member 178 result->shaderProgram = 0; in newGLObject() 255 bindShaderProgram(object->shaderProgram); in drawGLObject() 256 if (object->shaderProgram == sShaderLit.program) in drawGLObject() 262 else if (object->shaderProgram == sShaderFlat.program) in drawGLObject() 477 result->shaderProgram = sShaderLit.program; in createSuperShape() 532 result->shaderProgram = sShaderFlat.program; in createGroundPlane() 580 result->shaderProgram = sShaderFade.program; in createFadeQuad()
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/external/deqp/framework/opengl/ |
D | gluShaderProgram.cpp | 507 tcu::TestLog& operator<< (tcu::TestLog& log, const ShaderProgram& shaderProgram) in operator <<() argument 513 …for (int shaderNdx = 0; shaderNdx < shaderProgram.getNumShaders((ShaderType)shaderType); shaderNdx… in operator <<() 514 shaderPtrs.push_back(&shaderProgram.getShaderInfo((ShaderType)shaderType, shaderNdx)); in operator <<() 517 …logShaderProgram(log, shaderProgram.getProgramInfo(), shaderPtrs.size(), shaderPtrs.empty() ? DE_N… in operator <<()
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/ |
D | DepthShader.java | 91 …DepthShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in DepthShader() argument 92 super(renderable, config, shaderProgram); in DepthShader()
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D | DefaultShader.java | 524 …faultShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in DefaultShader() argument 527 this.program = shaderProgram; in DefaultShader()
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/ |
D | VertexBufferObjectWithVAO.java | 196 private void unbindAttributes (ShaderProgram shaderProgram) { in unbindAttributes() argument 206 shaderProgram.disableVertexAttribute(location); in unbindAttributes()
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D | ShaderProgram.java | 749 private void addManagedShader (Application app, ShaderProgram shaderProgram) { in addManagedShader() argument 752 managedResources.add(shaderProgram); in addManagedShader()
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/external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/graphics/glutils/ |
D | VertexBufferObjectWithVAO.java | 192 private void unbindAttributes (ShaderProgram shaderProgram) { in unbindAttributes() argument 202 shaderProgram.disableVertexAttribute(location); in unbindAttributes()
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/ |
D | ParticleShader.java | 177 …rticleShader(final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in ParticleShader() argument 179 this.program = shaderProgram; in ParticleShader()
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/external/deqp/executor/ |
D | xeTestResultParser.cpp | 541 ri::ShaderProgram* shaderProgram = curList->allocItem<ri::ShaderProgram>(); in handleElementStart() local 542 shaderProgram->linkStatus = toBool(getAttribute("LinkStatus")); in handleElementStart() 543 item = shaderProgram; in handleElementStart()
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/external/deqp/framework/common/ |
D | tcuTestLog.hpp | 118 TestLog& operator<< (const ShaderProgram& shaderProgram);
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/external/deqp/modules/gles31/functional/ |
D | es31fNegativeShaderApiTests.cpp | 163 GLuint shaderProgram[2]; in shader_binary() local 189 shaderProgram[0] = ctx.glCreateShader(GL_VERTEX_SHADER); in shader_binary() 190 shaderProgram[1] = ctx.glCreateProgram(); in shader_binary() 223 ctx.glShaderBinary(2, &shaderProgram[0], binaryFormats[0], 0, 0); in shader_binary()
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