Searched refs:uiFragShader (Results 1 – 2 of 2) sorted by relevance
/external/swiftshader/third_party/PowerVR_SDK/Examples/Beginner/01_HelloAPI/OGLES2/ |
D | OGLES2HelloAPI_Windows.cpp | 327 GLuint uiFragShader, uiVertShader; /* Used to hold the fragment and vertex shader handles */ in WinMain() local 331 uiFragShader = glCreateShader(GL_FRAGMENT_SHADER); in WinMain() 334 glShaderSource(uiFragShader, 1, (const char**)&pszFragShader, NULL); in WinMain() 337 glCompileShader(uiFragShader); in WinMain() 341 glGetShaderiv(uiFragShader, GL_COMPILE_STATUS, &bShaderCompiled); in WinMain() 348 glGetShaderiv(uiFragShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength); in WinMain() 352 glGetShaderInfoLog(uiFragShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog); in WinMain() 385 glAttachShader(uiProgramObject, uiFragShader); in WinMain() 498 glDeleteShader(uiFragShader); in WinMain()
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/external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES2/ |
D | PVRTPFXParserAPI.cpp | 209 unsigned int uiFragShader = 0; in LoadShadersForEffect() local 333 GL_FRAGMENT_SHADER, GL_SGX_BINARY_IMG, &uiFragShader, &error) == PVR_SUCCESS) in LoadShadersForEffect() 350 …if (PVRTShaderLoadSourceFromMemory(pszFragmentShader, GL_FRAGMENT_SHADER, &uiFragShader, &error) !… in LoadShadersForEffect() 389 glAttachShader(m_uiProgram, uiFragShader); in LoadShadersForEffect() 393 glDeleteShader(uiFragShader); in LoadShadersForEffect()
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