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Searched refs:program (Results 1 – 25 of 41) sorted by relevance

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/cts/tests/openglperf2/jni/graphics/
DProgramNode.cpp17 ProgramNode::ProgramNode(Program& program) : in ProgramNode() argument
18 mProgram(program) { in ProgramNode()
21 void ProgramNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in before() argument
22 program.before(model, view, projection); in before()
25 void ProgramNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in after() argument
26 program.after(model, view, projection); in after()
DTexturedMeshNode.cpp21 void TexturedMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in before() argument
22 int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture"); in before()
23 int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position"); in before()
24 int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate"); in before()
39 void TexturedMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in after() argument
DSceneGraphNode.cpp26 void SceneGraphNode::draw(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in draw() argument
27 before(program, model, view, projection); in draw()
29 mChildren[i]->draw(program, model, view, projection); in draw()
31 after(program, model, view, projection); in draw()
DGLUtils.cpp166 GLuint program = glCreateProgram(); in createProgram() local
167 if (program) { in createProgram()
168 glAttachShader(program, vertexShader); in createProgram()
169 glAttachShader(program, fragmentShader); in createProgram()
172 glLinkProgram(program); in createProgram()
173 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in createProgram()
177 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen); in createProgram()
180 glGetProgramInfoLog(program, infoLen, NULL, infoLog); in createProgram()
185 glDeleteProgram(program); in createProgram()
186 program = 0; in createProgram()
[all …]
DProgramNode.h23 explicit ProgramNode(Program& program);
27 virtual void before(Program& program, Matrix& model, Matrix& view, Matrix& projection);
28 virtual void after(Program& program, Matrix& model, Matrix& view, Matrix& projection);
DSceneGraphNode.h27 virtual void before(Program& program, Matrix& model, Matrix& view, Matrix& projection) = 0;
28 virtual void after(Program& program, Matrix& model, Matrix& view, Matrix& projection) = 0;
29 void draw(Program& program, Matrix& model, Matrix& view, Matrix& projection);
DPerspectiveMeshNode.cpp23 void PerspectiveMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection)… in before() argument
24 PerspectiveProgram& prog = (PerspectiveProgram&) program; in before()
64 void PerspectiveMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in after() argument
/cts/tests/tests/opengl/libopengltest/
Dattach_shader_five.cpp28 GLuint program = glCreateProgram(); in attachShaderFive() local
29 glAttachShader(program, fragmentShaderOne); in attachShaderFive()
30 glAttachShader(program, fragmentShaderTwo); in attachShaderFive()
35 glGetAttachedShaders(program, maxCount, in attachShaderFive()
43 glDeleteProgram(program); in attachShaderFive()
Dattach_shader_one.cpp43 GLuint program = glCreateProgram(); in attachShaderOne() local
45 glAttachShader(program, vertexShader); in attachShaderOne()
46 glAttachShader(program, pixelShader); in attachShaderOne()
52 glGetAttachedShaders(program, maxCount, in attachShaderOne()
61 glDeleteProgram(program); in attachShaderOne()
Dattach_shader_three.cpp35 GLuint program = glCreateProgram(); in attachShaderThree() local
36 glAttachShader(program, vertexShader); in attachShaderThree()
37 glAttachShader(program, vertexShader); in attachShaderThree()
43 glDeleteProgram(program); in attachShaderThree()
Dattach_shader_six.cpp29 GLuint program = glCreateProgram(); in attachShaderSix() local
30 glAttachShader(program, fragmentShader); in attachShaderSix()
31 glAttachShader(program, vertexShader); in attachShaderSix()
37 glDeleteProgram(program); in attachShaderSix()
Dattach_shader_seven.cpp29 GLuint program = glCreateProgram(); in attachShaderSeven() local
30 glAttachShader(program, vertexShaderOne); in attachShaderSeven()
31 glAttachShader(program, vertexShaderTwo); in attachShaderSeven()
38 glDeleteProgram(program); in attachShaderSeven()
Dattach_shader_eleven.cpp29 GLuint program = glCreateProgram(); in attachShaderEleven() local
30 glAttachShader(program, vertexShader); in attachShaderEleven()
36 glGetAttachedShaders(program, maxCount, in attachShaderEleven()
44 glDeleteProgram(program); in attachShaderEleven()
Dattach_shader_two.cpp29 GLuint program = glCreateProgram(); in attachShaderTwo() local
31 glAttachShader(program, vertexShader); in attachShaderTwo()
37 glGetAttachedShaders(program, maxCount, in attachShaderTwo()
46 glDeleteProgram(program); in attachShaderTwo()
Dattach_shader_ten.cpp28 GLuint program = glCreateProgram(); in attachShaderTen() local
29 glAttachShader(program, fragmentShader); in attachShaderTen()
35 glGetAttachedShaders(program, maxCount, in attachShaderTen()
43 glDeleteProgram(program); in attachShaderTen()
Dattach_shader_nine.cpp27 GLuint program = glCreateProgram(); in attachShaderNine() local
28 glAttachShader(program, fragmentShader); in attachShaderNine()
33 glDeleteProgram(program); in attachShaderNine()
Dattach_shader_eight.cpp28 GLuint program = glCreateProgram(); in attachShaderEight() local
29 glAttachShader(program, fragmentShader); in attachShaderEight()
34 glDeleteProgram(program); in attachShaderEight()
Dattach_shader_four.cpp26 GLuint program = glCreateProgram(); in attachShaderFour() local
31 glGetAttachedShaders(program, maxCount, in attachShaderFour()
39 glDeleteProgram(program); in attachShaderFour()
/cts/hostsidetests/sustainedperf/shadertoy_android/jni/
Dutils.cpp44 bool LinkProgram(GLuint program, GLuint vertex_shader, GLuint fragment_shader) { in LinkProgram() argument
45 glAttachShader(program, vertex_shader); in LinkProgram()
46 glAttachShader(program, fragment_shader); in LinkProgram()
47 glLinkProgram(program); in LinkProgram()
52 glGetProgramiv(program, GL_LINK_STATUS, &success); in LinkProgram()
54 glGetProgramInfoLog(program, 512, NULL, infoLog); in LinkProgram()
/cts/tests/tests/opengl/src/android/opengl/cts/
DOpenGlEsVersionCtsActivity.java200 private boolean compileShaderAndAttach(int program, int shaderType, String source) { in compileShaderAndAttach() argument
216 GLES31.glAttachShader(program, shader); in compileShaderAndAttach()
279 int program = GLES31.glCreateProgram(); in checkAepEs31Support() local
281 … if (!compileShaderAndAttach(program, GLES31.GL_VERTEX_SHADER, mAepEs31VertexShader) || in checkAepEs31Support()
282 …!compileShaderAndAttach(program, GLES31Ext.GL_TESS_CONTROL_SHADER_EXT, mAepEs31TessellationControl… in checkAepEs31Support()
283 …!compileShaderAndAttach(program, GLES31Ext.GL_TESS_EVALUATION_SHADER_EXT, mAepEs31TessellationEval… in checkAepEs31Support()
284 … !compileShaderAndAttach(program, GLES31Ext.GL_GEOMETRY_SHADER_EXT, mAepEs31GeometryShader) || in checkAepEs31Support()
285 … !compileShaderAndAttach(program, GLES31.GL_FRAGMENT_SHADER, mAepEs31FragmentShader)) in checkAepEs31Support()
288 GLES31.glLinkProgram(program); in checkAepEs31Support()
289 GLES31.glGetProgramiv(program, GLES31.GL_LINK_STATUS, value, 0); in checkAepEs31Support()
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DEglConfigGLSurfaceView.java172 int program = GLES20.glCreateProgram(); in createProgram() local
173 if (program != 0) { in createProgram()
174 GLES20.glAttachShader(program, vertexShader); in createProgram()
176 GLES20.glAttachShader(program, pixelShader); in createProgram()
178 GLES20.glLinkProgram(program); in createProgram()
180 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); in createProgram()
183 Log.e(TAG, GLES20.glGetProgramInfoLog(program)); in createProgram()
184 GLES20.glDeleteProgram(program); in createProgram()
185 program = 0; in createProgram()
188 return program; in createProgram()
/cts/tests/openglperf2/jni/reference/scene/glowing/
DBlurMeshNode.cpp23 void BlurMeshNode::before(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in before() argument
24 int textureUniformHandle = glGetUniformLocation(program.mProgramId, "u_Texture"); in before()
25 int scaleUniformHandle = glGetUniformLocation(program.mProgramId, "u_Scale"); in before()
26 int positionHandle = glGetAttribLocation(program.mProgramId, "a_Position"); in before()
27 int texCoordHandle = glGetAttribLocation(program.mProgramId, "a_TexCoordinate"); in before()
55 void BlurMeshNode::after(Program& program, Matrix& model, Matrix& view, Matrix& projection) { in after() argument
/cts/apps/CtsVerifier/src/com/android/cts/verifier/sensors/
DCtsMediaTextureRender.java224 int program = GLES20.glCreateProgram(); in createProgram() local
226 if (program == 0) { in createProgram()
229 GLES20.glAttachShader(program, vertexShader); in createProgram()
231 GLES20.glAttachShader(program, pixelShader); in createProgram()
233 GLES20.glLinkProgram(program); in createProgram()
235 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); in createProgram()
238 Log.e(TAG, GLES20.glGetProgramInfoLog(program)); in createProgram()
239 GLES20.glDeleteProgram(program); in createProgram()
240 program = 0; in createProgram()
242 return program; in createProgram()
/cts/tests/tests/media/src/android/media/cts/
DTextureRender.java220 int program = GLES20.glCreateProgram(); in createProgram() local
222 if (program == 0) { in createProgram()
225 GLES20.glAttachShader(program, vertexShader); in createProgram()
227 GLES20.glAttachShader(program, pixelShader); in createProgram()
229 GLES20.glLinkProgram(program); in createProgram()
231 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); in createProgram()
234 Log.e(TAG, GLES20.glGetProgramInfoLog(program)); in createProgram()
235 GLES20.glDeleteProgram(program); in createProgram()
236 program = 0; in createProgram()
238 return program; in createProgram()
/cts/tests/tests/mediastress/src/android/mediastress/cts/
DSurfaceTextureRenderer.java271 int program = GLES20.glCreateProgram(); in createProgram() local
272 if (program != 0) { in createProgram()
273 GLES20.glAttachShader(program, vertexShader); in createProgram()
275 GLES20.glAttachShader(program, pixelShader); in createProgram()
277 GLES20.glLinkProgram(program); in createProgram()
279 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); in createProgram()
282 Log.e(TAG, GLES20.glGetProgramInfoLog(program)); in createProgram()
283 GLES20.glDeleteProgram(program); in createProgram()
284 program = 0; in createProgram()
287 return program; in createProgram()

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