/frameworks/native/opengl/tests/gldual/jni/ |
D | gl_code.cpp | 42 GLint compiled = 0; in loadShader() local 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 44 if (!compiled) { in loadShader()
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/frameworks/native/opengl/tests/gl2_jni/jni/ |
D | gl_code.cpp | 42 GLint compiled = 0; in loadShader() local 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 44 if (!compiled) { in loadShader()
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/frameworks/native/opengl/tests/gl2_java/src/com/android/gl2java/ |
D | GL2JavaView.java | 100 int[] compiled = new int[1]; in loadShader() local 101 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 102 if (compiled[0] == 0) { in loadShader()
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/frameworks/av/cmds/screenrecord/ |
D | Program.cpp | 148 GLint compiled = 0; in compileShader() local 149 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in compileShader() 150 if (!compiled) { in compileShader()
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/frameworks/native/opengl/tests/testLatency/src/com/android/testlatency/ |
D | TestLatencyView.java | 174 int[] compiled = new int[1]; in loadShader() local 175 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 176 if (compiled[0] == 0) { in loadShader()
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/frameworks/native/opengl/tests/gl_perf/ |
D | fill_common.cpp | 38 GLint compiled = 0; in loadShader() local 39 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 40 if (!compiled) { in loadShader()
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/frameworks/wilhelm/tests/native-media/src/com/example/nativemedia/ |
D | MyGLSurfaceView.java | 240 int[] compiled = new int[1]; in loadShader() local 241 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 242 if (compiled[0] == 0) { in loadShader()
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/frameworks/native/opengl/tests/gl2_basic/ |
D | gl2_basic.cpp | 81 GLint compiled = 0; in loadShader() local 82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 83 if (!compiled) { in loadShader()
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/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/ |
D | GLDepthTestActivity.java | 269 int[] compiled = new int[1]; in loadShader() local 270 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 271 if (compiled[0] == 0) { in loadShader()
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/frameworks/native/libs/gui/tests/ |
D | GLTest.cpp | 261 GLint compiled = 0; in loadShader() local 262 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 264 if (!compiled) { in loadShader()
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/frameworks/native/opengl/tests/gl2_copyTexImage/ |
D | gl2_copyTexImage.cpp | 81 GLint compiled = 0; in loadShader() local 82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 83 if (!compiled) { in loadShader()
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/frameworks/native/opengl/tests/gl2_yuvtex/ |
D | gl2_yuvtex.cpp | 88 GLint compiled = 0; in loadShader() local 89 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 90 if (!compiled) { in loadShader()
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/frameworks/native/opengl/tests/gl2_cameraeye/src/com/android/gl2cameraeye/ |
D | GL2CameraEye.java | 387 int[] compiled = new int[1]; in loadShader() local 388 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 389 if (compiled[0] == 0) { in loadShader()
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/frameworks/native/cmds/flatland/ |
D | GLHelper.cpp | 315 GLint compiled = 0; in compileShader() local 316 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in compileShader() 317 if (!compiled) { in compileShader()
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/frameworks/data-binding/extensions/ |
D | settings.gradle | 18 * These are projects that requires a compiled version of data binding.
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/frameworks/rs/api/ |
D | rs_core.spec | 21 RenderScript code is compiled on devices at runtime to allow platform-independence as well.
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/frameworks/base/docs/html/guide/appendix/ |
D | glossary.jd | 8 Android application is compiled and packaged in a single file that 19 <p>Android programs are compiled into .dex (Dalvik Executable) files, which 21 be created by automatically translating compiled applications written in 81 it can run classes compiled by a Java language compiler that have been 107 <dd>A compiled visual resource that can be used as a background, title, or 114 are compiled into subclasses of {@link android.graphics.drawable}. For 191 compiled application code, but which can be loaded from application code
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/frameworks/base/media/tests/MediaDump/src/com/android/mediadump/ |
D | VideoDumpView.java | 607 int[] compiled = new int[1]; in loadShader() local 608 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 609 if (compiled[0] == 0) { in loadShader()
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/frameworks/base/services/core/java/com/android/server/display/ |
D | ColorFade.java | 210 int[] compiled = new int[1]; in loadShader() local 211 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 212 if (compiled[0] == 0) { in loadShader()
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/frameworks/rs/scriptc/ |
D | rs_core.rsh | 23 * RenderScript code is compiled on devices at runtime to allow platform-independence as well.
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/frameworks/base/core/java/android/hardware/camera2/legacy/ |
D | SurfaceTextureRenderer.java | 207 int[] compiled = new int[1]; in loadShader() local 208 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 209 if (compiled[0] == 0) { in loadShader()
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/frameworks/rs/driver/ |
D | rsdShader.cpp | 248 GLint compiled = 0; in loadShader() local 249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); in loadShader() 250 if (!compiled) { in loadShader()
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/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/ |
D | ImageShader.java | 692 int[] compiled = new int[1]; in loadShader() local 693 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); in loadShader() 694 if (compiled[0] == 0) { in loadShader()
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/frameworks/av/media/libstagefright/tests/ |
D | SurfaceMediaSource_test.cpp | 201 GLint compiled = 0; in loadShader() local 202 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in loadShader() 204 if (!compiled) { in loadShader()
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/frameworks/base/media/mca/filterfw/native/core/ |
D | shader_program.cpp | 307 GLint compiled = 0; in CompileShader() local 308 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); in CompileShader() 309 if (!compiled) { in CompileShader()
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