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Searched refs:uniform (Results 1 – 25 of 27) sorted by relevance

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/frameworks/native/libs/renderengine/skia/filters/
DStretchShaderFactory.cpp225 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()
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DLinearEffect.cpp58 for (const auto& uniform : uniforms) { in createLinearEffectShader() local
59 effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size()); in createLinearEffectShader()
DMouriMap.cpp129 crosstalkAndChunk16x16Builder.uniform("hdrSdrRatio") = hdrSdrRatio; in downchunk()
177 tonemapBuilder.uniform("scaleFactor") = kScaleFactor; in tonemap()
178 tonemapBuilder.uniform("hdrSdrRatio") = hdrSdrRatio; in tonemap()
DKawaseBlurFilter.cpp108 blurBuilder.uniform("in_blurOffset") = radiusByPasses * kInputScale; in generate()
127 blurBuilder.uniform("in_blurOffset") = (float) i * radiusByPasses * kInputScale; in generate()
DBlurFilter.cpp105 blurBuilder.uniform("mixFactor") = blurRadius / mMaxCrossFadeRadius; in drawBlurRegion()
/frameworks/base/libs/hwui/effects/
DStretchEffect.cpp214 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()
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DGainmapRenderer.cpp237 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()
/frameworks/base/libs/hwui/pipeline/skia/
DAnimatedDrawables.h82 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
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/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/
Dfog_effect.agsl17 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;
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Drain_shower_layer.agsl17 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;
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Dsnow_effect.agsl17 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;
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Drain_glass_layer.agsl17 uniform shader texture;
18 uniform float time;
19 uniform float screenAspectRatio;
20 uniform float2 screenSize;
21 uniform half intensity;
Dsnow_accumulation.agsl17 uniform shader foreground;
18 uniform half imageWidth;
19 uniform half snowThickness;
Doutline.agsl17 uniform shader texture;
18 uniform half thickness;
Dcolor_grading_lut.agsl17 uniform shader texture;
18 uniform shader lut;
19 uniform float intensity;
Dsimplex3d.agsl49 // Skew factors (non-uniform).
/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/src/androidx/media/filterfw/
DImageShader.java332 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()
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/frameworks/base/libs/hwui/jni/
Dandroid_graphics_Mesh.cpp106 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()
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DShader.cpp304 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()
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/frameworks/base/core/res/res/raw/
Dcolor_fade_frag.frag4 uniform samplerExternalOES texUnit;
5 uniform float opacity;
6 uniform float gamma;
Dcolor_fade_vert.vert1 uniform mat4 proj_matrix;
2 uniform mat4 tex_matrix;
/frameworks/base/libs/hwui/
DTonemapper.cpp70 for (const auto& uniform : uniforms) { in createLinearEffectColorFilter() local
71 effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size()); in createLinearEffectColorFilter()
DMesh.h88 MeshUniform uniform(std::string_view name) { return {this, fMeshSpec->findUniform(name)}; } in uniform() function
/frameworks/native/libs/shaders/
Dshaders.cpp312 for (const auto uniform : tonemap::getToneMapper()->generateShaderSkSLUniforms(metadata)) { in buildLinearEffectUniforms() local
313 uniforms.push_back(uniform); in buildLinearEffectUniforms()
/frameworks/base/packages/SystemUI/docs/
Ddialogs.md7 In order to have uniform styling in dialogs, use [SystemUIDialog][1] with its default theme.

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