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Searched refs:shader (Results 1 – 7 of 7) sorted by relevance

/hardware/libhardware/tests/hwc/
Dutil.c49 GLuint shader; in load_shader() local
51 if (!(shader = glCreateShader(shaderType))) in load_shader()
54 glShaderSource(shader, 1, &src, NULL); in load_shader()
55 glCompileShader(shader); in load_shader()
56 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); in load_shader()
59 return shader; in load_shader()
61 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); in load_shader()
65 glGetShaderInfoLog(shader, len, NULL, msg); in load_shader()
71 glDeleteShader(shader); in load_shader()
/hardware/qcom/sdm845/display/gpu_tonemapper/
Dglengine.cpp175 void dumpShaderLog(int shader) in dumpShaderLog() argument
180 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
182 glGetShaderInfoLog(shader, 512, NULL, infoLog); in dumpShaderLog()
/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
Dglengine.cpp175 void dumpShaderLog(int shader) in dumpShaderLog() argument
180 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
182 glGetShaderInfoLog(shader, 512, NULL, infoLog); in dumpShaderLog()
/hardware/qcom/display/msm8998/gpu_tonemapper/
Dglengine.cpp196 void dumpShaderLog(int shader) in dumpShaderLog() argument
201 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
203 glGetShaderInfoLog(shader, 512, NULL, infoLog); in dumpShaderLog()
/hardware/qcom/sm8150/display/gpu_tonemapper/
Dglengine.cpp175 void dumpShaderLog(int shader) in dumpShaderLog() argument
180 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
182 glGetShaderInfoLog(shader, 512, NULL, infoLog); in dumpShaderLog()
/hardware/qcom/display/msm8909/gpu_tonemapper/
Dglengine.cpp175 void dumpShaderLog(int shader) in dumpShaderLog() argument
180 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
182 glGetShaderInfoLog(shader, 512, NULL, infoLog); in dumpShaderLog()
/hardware/interfaces/graphics/common/1.0/
Dtypes.hal492 * buffer is used as as an OpenGL shader storage or uniform