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Searched refs:shaderProgram (Results 1 – 22 of 22) sorted by relevance

/external/libgdx/backends/gdx-backends-gwt/src/com/google/gwt/webgl/client/
DWebGLUtil.java36 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()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
DGLES30Test.java15 ShaderProgram shaderProgram; field in GLES30Test
22shaderProgram = 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()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
DTextureArrayTest.java44 ShaderProgram shaderProgram; field in TextureArrayTest
69shaderProgram = 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()
DMultipleRenderTargetTest.java372 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()
432shaderProgram.setUniformi("u_diffuseTexture", context.textureBinder.bind(diffuseTexture.textureDes… in render()
435shaderProgram.setUniformi("u_normalTexture", context.textureBinder.bind(normalTexture.textureDescr… in render()
438shaderProgram.setUniformi("u_specularTexture", context.textureBinder.bind(specTexture.textureDescr… in render()
441 shaderProgram.setUniformMatrix("u_worldTrans", renderable.worldTransform); in render()
[all …]
/external/skia/bench/
DGLBench.cpp89 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()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/classical/
DPass1Shader.java63 …Pass1Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in Pass1Shader() argument
64 super(renderable, config, shaderProgram); in Pass1Shader()
DMainShader.java100 … MainShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in MainShader() argument
101 super(renderable, config, shaderProgram); in MainShader()
DPass2Shader.java190 …Pass2Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in Pass2Shader() argument
191 super(renderable, config, shaderProgram); in Pass2Shader()
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/shadows/system/realistic/
DPass1Shader.java63 …Pass1Shader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in Pass1Shader() argument
64 super(renderable, config, shaderProgram); in Pass1Shader()
DMainShader.java128 … MainShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in MainShader() argument
129 super(renderable, config, shaderProgram); in MainShader()
/external/deqp/executor/tools/
DxeExtractShaderPrograms.cpp68 …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()
/external/autotest/client/site_tests/graphics_SanAngeles/src/
Ddemo.c98 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()
/external/deqp/framework/opengl/
DgluShaderProgram.cpp507 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 <<()
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
DDepthShader.java91 …DepthShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in DepthShader() argument
92 super(renderable, config, shaderProgram); in DepthShader()
DDefaultShader.java524 …faultShader (final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in DefaultShader() argument
527 this.program = shaderProgram; in DefaultShader()
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/
DVertexBufferObjectWithVAO.java196 private void unbindAttributes (ShaderProgram shaderProgram) { in unbindAttributes() argument
206 shaderProgram.disableVertexAttribute(location); in unbindAttributes()
DShaderProgram.java749 private void addManagedShader (Application app, ShaderProgram shaderProgram) { in addManagedShader() argument
752 managedResources.add(shaderProgram); in addManagedShader()
/external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/graphics/glutils/
DVertexBufferObjectWithVAO.java192 private void unbindAttributes (ShaderProgram shaderProgram) { in unbindAttributes() argument
202 shaderProgram.disableVertexAttribute(location); in unbindAttributes()
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/
DParticleShader.java177 …rticleShader(final Renderable renderable, final Config config, final ShaderProgram shaderProgram) { in ParticleShader() argument
179 this.program = shaderProgram; in ParticleShader()
/external/deqp/executor/
DxeTestResultParser.cpp541 ri::ShaderProgram* shaderProgram = curList->allocItem<ri::ShaderProgram>(); in handleElementStart() local
542 shaderProgram->linkStatus = toBool(getAttribute("LinkStatus")); in handleElementStart()
543 item = shaderProgram; in handleElementStart()
/external/deqp/framework/common/
DtcuTestLog.hpp118 TestLog& operator<< (const ShaderProgram& shaderProgram);
/external/deqp/modules/gles31/functional/
Des31fNegativeShaderApiTests.cpp163 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()