Searched refs:createShader (Results 1 – 5 of 5) sorted by relevance
/hardware/google/gfxstream/host/gl/ |
D | TextureResize.cpp | 164 static GLuint createShader(GLenum type, std::initializer_list<const char*> source) { in createShader() function 192 GLuint vShader = createShader(GL_VERTEX_SHADER, { in attachShaders() 196 GLuint fShader = createShader(GL_FRAGMENT_SHADER, { in attachShaders() 452 createShader(GL_VERTEX_SHADER, {kGenericVertexShaderSource}); in GenericResizer() 454 createShader(GL_FRAGMENT_SHADER, {kGenericFragmentShaderSource}); in GenericResizer()
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D | TextureDraw.cpp | 36 GLuint createShader(GLint shaderType, const char* shaderText) { in createShader() function 197 mVertexShader = createShader(GL_VERTEX_SHADER, kVertexShaderSource); in TextureDraw() 198 mFragmentShader = createShader(GL_FRAGMENT_SHADER, kFragmentShaderSource); in TextureDraw()
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/hardware/google/gfxstream/host/gl/glsnapshot/ |
D | GLSnapshot.h | 47 GLuint createShader(GLuint shader, GLenum shaderType);
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D | GLSnapshot.cpp | 104 GLuint GLSnapshotState::createShader(GLuint shader, GLenum shaderType) { in createShader() function in gfxstream::gl::snapshot::GLSnapshotState
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/hardware/google/gfxstream/host/gl/gles2_dec/ |
D | GLESv2Decoder.cpp | 721 GLuint emuName = ctx->m_snapshot->createShader(shader, shaderType); in s_glCreateShader()
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