/frameworks/base/docs/html/training/graphics/opengl/ |
D | draw.jd | 82 <li><em>Program</em> - An OpenGL ES object that contains the shaders you want to use for drawing 87 These shaders must be complied and then added to an OpenGL ES program, which is then used to draw 88 the shape. Here is an example of how to define basic shaders you can use to draw a shape in the 133 <p class="note"><strong>Note:</strong> Compiling OpenGL ES shaders and linking programs is expensive 135 not know the content of your shaders at runtime, you should build your code such that they only
|
/frameworks/native/cmds/flatland/ |
D | Main.cpp | 207 static const ShaderDesc shaders[] = { variable 401 result = mGLHelper->setUp(shaders, NELEMS(shaders)); in setUp()
|
/frameworks/base/opengl/java/android/opengl/ |
D | GLES20.java | 910 int[] shaders, in glGetAttachedShaders() argument 920 java.nio.IntBuffer shaders in glGetAttachedShaders() argument 1360 int[] shaders, in glShaderBinary() argument 1371 java.nio.IntBuffer shaders, in glShaderBinary() argument
|
/frameworks/base/media/mca/filterfw/native/core/ |
D | shader_program.cpp | 277 GLuint shaders[2] = { vertex_shader_, fragment_shader_ }; in CompileAndLink() local 278 program_ = LinkProgram(shaders, 2); in CompileAndLink() 341 GLuint ShaderProgram::LinkProgram(GLuint* shaders, GLuint count) { in LinkProgram() argument 346 glAttachShader(program, shaders[i]); in LinkProgram()
|
D | shader_program.h | 395 static GLuint LinkProgram(GLuint* shaders, GLuint count);
|
/frameworks/native/opengl/tools/glgen/specs/gles11/ |
D | checks.spec | 52 glGetAttachedShaders nullAllowed count check count 1 check shaders maxcount
|
D | GLES20.spec | 58 void glGetAttachedShaders ( GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders ) 99 void glShaderBinary ( GLsizei n, const GLuint *shaders, GLenum binaryformat, const GLvoid *binary, …
|
/frameworks/base/docs/html/ndk/guides/graphics/ |
D | shader-compilers.jd | 17 A Vulkan app must manage shaders differently from the way an OpenGL ES app does so: 74 For JIT compilation of shaders during runtime, the NDK provides the libshaderc library,
|
D | getting-started.jd | 153 tutorial samples</a> illustrate the use of shaders compiled with off-line
|
/frameworks/base/core/jni/ |
D | android_opengl_GLES20.cpp | 2427 GLuint *shaders = (GLuint *) 0; in android_glGetAttachedShaders__II_3II_3II() local 2469 shaders = shaders_base + shadersOffset; in android_glGetAttachedShaders__II_3II_3II() 2475 (GLuint *)shaders in android_glGetAttachedShaders__II_3II_3II() 2506 GLuint *shaders = (GLuint *) 0; in android_glGetAttachedShaders__IILjava_nio_IntBuffer_2Ljava_nio_IntBuffer_2() local 2517 …shaders = (GLuint *)getPointer(_env, shaders_buf, (jarray*)&_shadersArray, &_shadersRemaining, &_s… in android_glGetAttachedShaders__IILjava_nio_IntBuffer_2Ljava_nio_IntBuffer_2() 2528 if (shaders == NULL) { in android_glGetAttachedShaders__IILjava_nio_IntBuffer_2Ljava_nio_IntBuffer_2() 2530 shaders = (GLuint *) (_shadersBase + _shadersBufferOffset); in android_glGetAttachedShaders__IILjava_nio_IntBuffer_2Ljava_nio_IntBuffer_2() 2536 (GLuint *)shaders in android_glGetAttachedShaders__IILjava_nio_IntBuffer_2Ljava_nio_IntBuffer_2() 2541 _env->ReleaseIntArrayElements(_shadersArray, (jint*)shaders, _exception ? JNI_ABORT : 0); in android_glGetAttachedShaders__IILjava_nio_IntBuffer_2Ljava_nio_IntBuffer_2() 4160 GLuint *shaders = (GLuint *) 0; in android_glShaderBinary__I_3IIILjava_nio_Buffer_2I() local [all …]
|
/frameworks/native/opengl/include/GLES2/ |
D | gl2.h | 441 …P PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 482 typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum bin… 584 …_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 625 GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryform…
|
/frameworks/base/docs/html/guide/topics/graphics/ |
D | opengl.jd | 336 to the vertex shaders of your graphics objects. With this matrix member added, you can then 340 <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix 364 matrix and camera viewing matrix members in your vertex shaders so you can change them 367 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to 489 use of OpenGL shaders. You should carefully consider the graphics requirements and choose the API 614 fragment shaders.</p> 730 of control by providing a fully programmable pipeline through the use of shaders. With more
|
/frameworks/base/docs/html/about/versions/ |
D | lollipop.jd | 153 <p>OpenGL ES 3.1 adds compute shaders, stencil textures, accelerated visual effects, high quality E… 155 …S extensions that give you access to features like tessellation shaders, geometry shaders, ASTC te…
|
/frameworks/base/docs/html/ndk/guides/ |
D | stable_apis.jd | 240 fragment shaders.</p> 433 the ability to use the GLSL language to define and use vertex and fragment shaders. 472 the ability to use the GLSL language to define and use vertex and fragment shaders.
|
/frameworks/base/libs/hwui/debug/ |
D | nullgles.cpp | 223 void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, … in glShaderBinary() argument
|
/frameworks/native/opengl/libs/GLES_CM/ |
D | glext_api.in | 436 void API_ENTRY(glExtGetShadersQCOM)(GLuint *shaders, GLint maxShaders, GLint *numShaders) { 437 CALL_GL_API(glExtGetShadersQCOM, shaders, maxShaders, numShaders);
|
/frameworks/native/opengl/include/GLES3/ |
D | gl3.h | 441 …P PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 482 typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum bin… 584 …_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 625 GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryform…
|
D | gl31.h | 441 …P PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 482 typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum bin… 584 …_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 625 GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryform…
|
D | gl32.h | 441 …P PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 482 typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum bin… 584 …_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); 625 GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryform…
|
/frameworks/native/opengl/specs/ |
D | EGL_ANDROID_blob_cache.txt | 46 then retrieve those cached shaders during subsequent executions of the same
|
/frameworks/native/opengl/libs/GLES2/ |
D | gl2_api.in | 169 …PI_ENTRY(glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) { 170 CALL_GL_API(glGetAttachedShaders, program, maxCount, count, shaders); 292 void API_ENTRY(glShaderBinary)(GLsizei count, const GLuint *shaders, GLenum binaryformat, const voi… 293 CALL_GL_API(glShaderBinary, count, shaders, binaryformat, binary, length);
|
D | gl2ext_api.in | 1081 void API_ENTRY(glExtGetShadersQCOM)(GLuint *shaders, GLint maxShaders, GLint *numShaders) { 1082 CALL_GL_API(glExtGetShadersQCOM, shaders, maxShaders, numShaders);
|
/frameworks/native/opengl/include/GLES/ |
D | glext.h | 1241 GL_API void GL_APIENTRY glExtGetShadersQCOM (GLuint *shaders, GLint maxShaders, GLint *numShaders); 1246 typedef void (GL_APIENTRYP PFNGLEXTGETSHADERSQCOMPROC) (GLuint *shaders, GLint maxShaders, GLint *n…
|
/frameworks/native/vulkan/api/ |
D | vulkan.api | 2256 … shaderClipDistance /// clip distance in shaders 2257 … shaderCullDistance /// cull distance in shaders 2258 … shaderFloat64 /// 64-bit floats (doubles) in shaders 2259 … shaderInt64 /// 64-bit integers in shaders 2260 … shaderInt16 /// 16-bit integers in shaders
|
/frameworks/native/opengl/libs/ |
D | entries.in | 239 GL_ENTRY(void, glExtGetShadersQCOM, GLuint *shaders, GLint maxShaders, GLint *numShaders) 303 …NTRY(void, glGetAttachedShaders, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) 738 GL_ENTRY(void, glShaderBinary, GLsizei count, const GLuint *shaders, GLenum binaryformat, const voi…
|