/frameworks/native/libs/renderengine/skia/filters/ |
D | StretchShaderFactory.cpp | 225 mBuilder->uniform("uInterpolationStrength").set(&INTERPOLATION_STRENGTH_VALUE, 1); in createSkShader() 226 mBuilder->uniform("uStretchAffectedDistX").set(&StretchEffect::CONTENT_DISTANCE_STRETCHED, 1); in createSkShader() 227 mBuilder->uniform("uStretchAffectedDistY").set(&StretchEffect::CONTENT_DISTANCE_STRETCHED, 1); in createSkShader() 228 mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1); in createSkShader() 229 mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1); in createSkShader() 230 mBuilder->uniform("uInverseDistanceStretchedX").set(&inverseDistanceStretchedX, 1); in createSkShader() 231 mBuilder->uniform("uInverseDistanceStretchedY").set(&inverseDistanceStretchedY, 1); in createSkShader() 232 mBuilder->uniform("uDistDiffX").set(&diffX, 1); in createSkShader() 233 mBuilder->uniform("uDistDiffY").set(&diffY, 1); in createSkShader() 234 mBuilder->uniform("uOverscrollX").set(&normOverScrollDistX, 1); in createSkShader() [all …]
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D | LinearEffect.cpp | 58 for (const auto& uniform : uniforms) { in createLinearEffectShader() local 59 effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size()); in createLinearEffectShader()
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D | MouriMap.cpp | 129 crosstalkAndChunk16x16Builder.uniform("hdrSdrRatio") = hdrSdrRatio; in downchunk() 177 tonemapBuilder.uniform("scaleFactor") = kScaleFactor; in tonemap() 178 tonemapBuilder.uniform("hdrSdrRatio") = hdrSdrRatio; in tonemap()
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D | KawaseBlurFilter.cpp | 108 blurBuilder.uniform("in_blurOffset") = radiusByPasses * kInputScale; in generate() 127 blurBuilder.uniform("in_blurOffset") = (float) i * radiusByPasses * kInputScale; in generate()
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D | BlurFilter.cpp | 105 blurBuilder.uniform("mixFactor") = blurRadius / mMaxCrossFadeRadius; in drawBlurRegion()
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/frameworks/base/libs/hwui/effects/ |
D | StretchEffect.cpp | 214 mBuilder->uniform("uInterpolationStrength").set(&INTERPOLATION_STRENGTH_VALUE, 1); in getShader() 215 mBuilder->uniform("uStretchAffectedDistX").set(&width, 1); in getShader() 216 mBuilder->uniform("uStretchAffectedDistY").set(&height, 1); in getShader() 217 mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1); in getShader() 218 mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1); in getShader() 219 mBuilder->uniform("uInverseDistanceStretchedX").set(&inverseDistanceStretchedX, 1); in getShader() 220 mBuilder->uniform("uInverseDistanceStretchedY").set(&inverseDistanceStretchedY, 1); in getShader() 221 mBuilder->uniform("uDistDiffX").set(&diffX, 1); in getShader() 222 mBuilder->uniform("uDistDiffY").set(&diffY, 1); in getShader() 223 mBuilder->uniform("uOverscrollX").set(&normOverScrollDistX, 1); in getShader() [all …]
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D | GainmapRenderer.cpp | 237 mBuilder.uniform("logRatioMin") = logRatioMin; in setupGenericUniforms() 238 mBuilder.uniform("logRatioMax") = logRatioMax; in setupGenericUniforms() 239 mBuilder.uniform("gainmapGamma") = gainmapInfo.fGainmapGamma; in setupGenericUniforms() 240 mBuilder.uniform("epsilonSdr") = gainmapInfo.fEpsilonSdr; in setupGenericUniforms() 241 mBuilder.uniform("epsilonHdr") = gainmapInfo.fEpsilonHdr; in setupGenericUniforms() 242 mBuilder.uniform("noGamma") = noGamma; in setupGenericUniforms() 243 mBuilder.uniform("singleChannel") = singleChannel; in setupGenericUniforms() 244 mBuilder.uniform("gainmapIsAlpha") = gainmapIsAlpha; in setupGenericUniforms() 245 mBuilder.uniform("gainmapIsRed") = gainmapIsRed; in setupGenericUniforms() 269 mBuilder.uniform("W") = W; in build()
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/frameworks/base/libs/hwui/pipeline/skia/ |
D | AnimatedDrawables.h | 82 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color"); in draw() local 83 if (uniform.fVar != nullptr) { in draw() 84 uniform = SkV4{SkColorGetR(params.color) / 255.0f, SkColorGetG(params.color) / 255.0f, in draw() 126 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); in setUniform() local 127 if (uniform.fVar != nullptr) { in setUniform() 128 uniform = property->value; in setUniform() 133 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); in setUniform() local 134 if (uniform.fVar != nullptr) { in setUniform() 135 uniform = value; in setUniform() 141 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); in setUniform2f() local [all …]
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/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/ |
D | fog_effect.agsl | 17 uniform shader foreground; 18 uniform shader background; 19 uniform shader fog; 20 uniform shader clouds; 21 uniform half2 fogSize; 22 uniform half2 cloudsSize; 23 uniform float2 uvOffsetFgd; 24 uniform float2 uvScaleFgd; 25 uniform float2 uvOffsetBgd; 26 uniform float2 uvScaleBgd; [all …]
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D | rain_shower_layer.agsl | 17 uniform shader foreground; 18 uniform shader background; 19 uniform shader outlineBuffer; 20 uniform float2 uvOffsetFgd; 21 uniform float2 uvScaleFgd; 22 uniform float2 uvOffsetBgd; 23 uniform float2 uvScaleBgd; 24 uniform float time; 25 uniform float screenAspectRatio; 26 uniform float2 screenSize; [all …]
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D | snow_effect.agsl | 17 uniform shader foreground; 18 uniform shader background; 19 uniform shader accumulatedSnow; 20 uniform shader noise; 21 uniform float2 uvOffsetFgd; 22 uniform float2 uvScaleFgd; 23 uniform float2 uvOffsetBgd; 24 uniform float2 uvScaleBgd; 25 uniform float time; 26 uniform float screenAspectRatio; [all …]
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D | rain_glass_layer.agsl | 17 uniform shader texture; 18 uniform float time; 19 uniform float screenAspectRatio; 20 uniform float2 screenSize; 21 uniform half intensity;
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D | snow_accumulation.agsl | 17 uniform shader foreground; 18 uniform half imageWidth; 19 uniform half snowThickness;
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D | outline.agsl | 17 uniform shader texture; 18 uniform half thickness;
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D | color_grading_lut.agsl | 17 uniform shader texture; 18 uniform shader lut; 19 uniform float intensity;
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D | simplex3d.agsl | 49 // Skew factors (non-uniform).
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/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/ |
D | ImageShader.java | 332 ProgramUniform uniform = getProgramUniform(uniformName, true); in setUniformValue() local 335 switch (uniform.getType()) { in setUniformValue() 337 checkUniformAssignment(uniform, len, 1); in setUniformValue() 338 GLES20.glUniform1iv(uniform.getLocation(), len, values, 0); in setUniformValue() 341 checkUniformAssignment(uniform, len, 2); in setUniformValue() 342 GLES20.glUniform2iv(uniform.getLocation(), len / 2, values, 0); in setUniformValue() 345 checkUniformAssignment(uniform, len, 3); in setUniformValue() 346 GLES20.glUniform2iv(uniform.getLocation(), len / 3, values, 0); in setUniformValue() 349 checkUniformAssignment(uniform, len, 4); in setUniformValue() 350 GLES20.glUniform2iv(uniform.getLocation(), len / 4, values, 0); in setUniformValue() [all …]
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/frameworks/base/libs/hwui/jni/ |
D | android_graphics_Mesh.cpp | 106 MeshUniformBuilder::MeshUniform uniform = builder->uniform(uniformName); in nativeUpdateFloatUniforms() local 107 if (uniform.fVar == nullptr) { in nativeUpdateFloatUniforms() 109 } else if (isColor != ((uniform.fVar->flags & SkRuntimeEffect::Uniform::kColor_Flag) != 0)) { in nativeUpdateFloatUniforms() 114 uniformName, uniform.fVar->flags); in nativeUpdateFloatUniforms() 120 } else if (isIntUniformType(uniform.fVar->type)) { in nativeUpdateFloatUniforms() 123 } else if (!uniform.set<float>(values, count)) { in nativeUpdateFloatUniforms() 125 uniform.fVar->sizeInBytes(), sizeof(float) * count); in nativeUpdateFloatUniforms() 149 MeshUniformBuilder::MeshUniform uniform = builder->uniform(uniformName); in nativeUpdateIntUniforms() local 150 if (uniform.fVar == nullptr) { in nativeUpdateIntUniforms() 152 } else if (!isIntUniformType(uniform.fVar->type)) { in nativeUpdateIntUniforms() [all …]
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D | Shader.cpp | 304 SkRuntimeShaderBuilder::BuilderUniform uniform = builder->uniform(uniformName); in UpdateFloatUniforms() local 305 if (uniform.fVar == nullptr) { in UpdateFloatUniforms() 307 } else if (isColor != ((uniform.fVar->flags & SkRuntimeEffect::Uniform::kColor_Flag) != 0)) { in UpdateFloatUniforms() 312 uniformName, uniform.fVar->flags); in UpdateFloatUniforms() 318 } else if (isIntUniformType(uniform.fVar->type)) { in UpdateFloatUniforms() 321 } else if (!uniform.set<float>(values, count)) { in UpdateFloatUniforms() 323 uniform.fVar->sizeInBytes(), sizeof(float) * count); in UpdateFloatUniforms() 347 SkRuntimeShaderBuilder::BuilderUniform uniform = builder->uniform(uniformName); in UpdateIntUniforms() local 348 if (uniform.fVar == nullptr) { in UpdateIntUniforms() 350 } else if (!isIntUniformType(uniform.fVar->type)) { in UpdateIntUniforms() [all …]
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/frameworks/base/core/res/res/raw/ |
D | color_fade_frag.frag | 4 uniform samplerExternalOES texUnit; 5 uniform float opacity; 6 uniform float gamma;
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D | color_fade_vert.vert | 1 uniform mat4 proj_matrix; 2 uniform mat4 tex_matrix;
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/frameworks/base/libs/hwui/ |
D | Tonemapper.cpp | 70 for (const auto& uniform : uniforms) { in createLinearEffectColorFilter() local 71 effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size()); in createLinearEffectColorFilter()
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D | Mesh.h | 88 MeshUniform uniform(std::string_view name) { return {this, fMeshSpec->findUniform(name)}; } in uniform() function
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/frameworks/native/libs/shaders/ |
D | shaders.cpp | 312 for (const auto uniform : tonemap::getToneMapper()->generateShaderSkSLUniforms(metadata)) { in buildLinearEffectUniforms() local 313 uniforms.push_back(uniform); in buildLinearEffectUniforms()
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/frameworks/base/packages/SystemUI/docs/ |
D | dialogs.md | 7 In order to have uniform styling in dialogs, use [SystemUIDialog][1] with its default theme.
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