/foundation/multimedia/image_effect/frameworks/native/render_environment/core/ |
H A D | render_opengl_renderer.cpp | 28 void RenderOpenglRenderer::Draw(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader,
in Draw() argument 33 CHECK_AND_RETURN_LOG(shader != nullptr, "RenderOpenglRenderer Draw failed! Shader is null");
in Draw() 37 shader->Bind();
in Draw() 38 mesh->Bind(shader);
in Draw() 42 shader->Unbind();
in Draw() 47 void RenderOpenglRenderer::Draw(GLuint texId, GLuint fbo, RenderMesh *mesh, RenderGeneralProgram *shader,
in Draw() argument 51 CHECK_AND_RETURN_LOG(shader != nullptr, "RenderOpenglRenderer Draw failed! Shader is null");
in Draw() 55 shader->Bind();
in Draw() 56 mesh->Bind(shader);
in Draw() 60 shader in Draw() 65 ProcessTransform(GraphicTransformType type, RenderGeneralProgram *shader) ProcessTransform() argument 116 DrawOnScreenWithTransform(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport, GraphicTransformType type, GLenum target) DrawOnScreenWithTransform() argument 130 DrawOnScreen(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport, const void *trans, GLenum target) DrawOnScreen() argument [all...] |
H A D | render_opengl_renderer.h | 35 void Draw(GLuint texId, GLuint fbo, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport,
39 void Draw(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderFrameBuffer *frameBuffer,
43 void DrawOnScreenWithTransform(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader,
47 void DrawOnScreen(GLuint texId, RenderMesh *mesh, RenderGeneralProgram *shader, RenderViewport *viewport,
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H A D | render_mesh.cpp | 40 void RenderMesh::Bind(RenderGeneralProgram *shader)
in Bind() argument 42 if (shader == nullptr) {
in Bind() 51 int position = shader->GetAttributeLocation("aPosition");
in Bind() 59 int textureCoord = shader->GetAttributeLocation("aTextureCoord");
in Bind()
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/foundation/graphic/graphic_2d/rosen/modules/effect/effectChain/src/ |
H A D | program.cpp | 45 GLuint shader = glCreateShader(type);
in CreateShader() local 46 glShaderSource(shader, 1, &charShaderCode, nullptr);
in CreateShader() 47 glCompileShader(shader);
in CreateShader() 49 CheckShaderCompileErrors(shader, "vertex");
in CreateShader() 51 CheckShaderCompileErrors(shader, "fragment");
in CreateShader() 53 return shader;
in CreateShader() 56 void Program::CheckShaderCompileErrors(GLuint shader, const std::string& type)
in CheckShaderCompileErrors() argument 60 glGetShaderiv(shader, GL_COMPILE_STATUS, &complete);
in CheckShaderCompileErrors() 62 glGetShaderInfoLog(shader, INFO_LOG_LENGTH, nullptr, infoLog);
in CheckShaderCompileErrors()
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/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/ |
H A D | intf_node_context_pso_manager.h | 48 * @param shaderHandle Handle to shader resource 53 virtual RenderHandle GetComputePsoHandle(const RenderHandle shader, const RenderHandle pipelineLayout, 57 * @param shaderHandle Handle to shader resource 62 virtual RenderHandle GetComputePsoHandle(const RenderHandle shader, const PipelineLayout& pipelineLayout, 69 * @param shaderHandle A valid shader handle 77 virtual RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState, 85 * @param shader Handle to shader resource 93 virtual RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState, 98 /** Creates new graphics psos on demand and caches. Overrides the default graphics state from shader [all...] |
/foundation/multimedia/image_effect/frameworks/native/render_environment/graphic/ |
H A D | gl_utils.cpp | 146 unsigned int shader = glCreateShader(shaderType);
in LoadShader() local 147 if (shader == 0) {
in LoadShader() 150 glShaderSource(shader, 1, &tempSrc, nullptr);
in LoadShader() 151 glCompileShader(shader);
in LoadShader() 153 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
in LoadShader() 156 glGetShaderInfoLog(shader, MSG_SIZE - 1, nullptr, &message[0]);
in LoadShader() 158 glDeleteShader(shader);
in LoadShader() 159 shader = 0;
in LoadShader() 162 return shader;
in LoadShader()
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/foundation/graphic/graphic_3d/lume/LumeRender/src/node/ |
H A D | render_motion_blur.cpp | 57 renderData_.shader = shaderMgr.GetShaderHandle("rendershaders://shader/fullscreen_motion_blur.shader"); in Init() 58 renderData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayout(renderData_.shader); in Init() 59 const RenderHandle graphicsState = shaderMgr.GetGraphicsStateHandleByShaderHandle(renderData_.shader); in Init() 60 renderData_.pso = renderNodeContextMgr.GetPsoManager().GetGraphicsPsoHandle(renderData_.shader, graphicsState, in Init() 65 renderTileMaxData_.shader = in Init() 66 shaderMgr.GetShaderHandle("rendershaders://shader/fullscreen_motion_blur_tile_max.shader"); in Init() 67 renderTileMaxData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayout(renderTileMaxData_.shader); in Init() [all...] |
H A D | render_copy.cpp | 61 IRenderNodeContextManager& renderNodeContextMgr, const RenderHandle& shader, const PipelineLayout& pipelineLayout) in CreatePso() 65 const RenderHandle graphicsStateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(shader); in CreatePso() 67 shader, graphicsStateHandle, pipelineLayout, {}, {}, { DYNAMIC_STATES, countof(DYNAMIC_STATES) }); in CreatePso() 77 renderData_.shader = shaderMgr.GetShaderHandle("rendershaders://shader/fullscreen_copy.shader"); in Init() 78 renderData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayout(renderData_.shader); in Init() 82 renderData_.shaderLayer = shaderMgr.GetShaderHandle("rendershaders://shader/fullscreen_copy_layer.shader"); in Init() 116 renderData_.pso = CreatePso(renderNodeContextMgr, renderData_.shader, renderData in Execute() 60 CreatePso( IRenderNodeContextManager& renderNodeContextMgr, const RenderHandle& shader, const PipelineLayout& pipelineLayout) CreatePso() argument [all...] |
H A D | render_node_fullscreen_generic.cpp | 48 if (RenderHandleUtil::GetHandleType(pipelineData_.shader) != RenderHandleType::SHADER_STATE_OBJECT) { in InitNode() 49 PLUGIN_LOG_E("RenderNodeFullscreenGeneric needs a valid shader handle"); in InitNode() 53 const ShaderSpecializationConstantView sscv = shaderMgr.GetReflectionSpecialization(pipelineData_.shader); in InitNode() 64 pipelineData_.pipelineLayout = shaderMgr.GetPipelineLayoutHandleByShaderHandle(pipelineData_.shader); in InitNode() 66 pipelineData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayoutHandle(pipelineData_.shader); in InitNode() 68 pipelineData_.graphicsState = shaderMgr.GetGraphicsStateHandleByShaderHandle(pipelineData_.shader); in InitNode() 194 pipelineData_.shader, pipelineData_.graphicsState, pipelineData_.pipelineLayout, {}, in GetPsoHandle() 202 "RENDER_VALIDATION: RenderNodeFullscreenGeneric shader specilization render data store size " in GetPsoHandle() 212 pipelineData_.pso = renderNodeContextMgr_->GetPsoManager().GetGraphicsPsoHandle(pipelineData_.shader, in GetPsoHandle() 228 const auto shaderName = parserUtil.GetStringValue(jsonVal, "shader"); in ParseRenderNodeInputs() [all...] |
H A D | render_bloom.cpp | 609 auto shader = shaderMgr.GetShaderHandle("rendershaders://computeshader/bloom_downscale.shader"); in CreateComputePsos() local 610 const PipelineLayout& pl = shaderMgr.GetReflectionPipelineLayout(shader); in CreateComputePsos() 611 ShaderSpecializationConstantView specializations = shaderMgr.GetReflectionSpecialization(shader); in CreateComputePsos() 618 psoMgr.GetComputePsoHandle(shader, pl, specDataView); in CreateComputePsos() 621 auto shader = shaderMgr.GetShaderHandle("rendershaders://computeshader/bloom_downscale_threshold.shader"); in CreateComputePsos() local 622 const PipelineLayout& pl = shaderMgr.GetReflectionPipelineLayout(shader); in CreateComputePsos() 624 ShaderSpecializationConstantView specializations = shaderMgr.GetReflectionSpecialization(shader); in CreateComputePsos() 630 psoMgr.GetComputePsoHandle(shader, p in CreateComputePsos() 688 CreateAndReflectRenderPso( IRenderNodeContextManager& renderNodeContextMgr, const string_view shader, const RenderPass& renderPass) CreateAndReflectRenderPso() argument 727 auto shader = shaderMgr.GetShaderHandle("rendershaders://shader/bloom_downscale.shader"); CreateRenderPsos() local 740 auto shader = shaderMgr.GetShaderHandle("rendershaders://shader/bloom_downscale_threshold.shader"); CreateRenderPsos() local [all...] |
H A D | render_motion_blur.h | 62 RenderHandle shader; member 69 RenderHandle shader; member
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H A D | render_node_shader_passes_generic.h | 63 const RenderPass& renderPass, const RenderHandle& shader, const PipelineLayout& pipelineLayout); 64 RenderHandle GetPsoHandleCompute(const RenderHandle& shader, const PipelineLayout& pipelineLayout);
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H A D | render_node_mip_chain_post_process.cpp | 92 if (RenderHandleUtil::GetHandleType(pipelineData_.shader) != RenderHandleType::SHADER_STATE_OBJECT) { in InitNode() 93 PLUGIN_LOG_E("CORE_RN_MIP_CHAIN_POST_PROCESS needs a valid shader handle"); in InitNode() 98 const RenderHandleType handleType = RenderHandleUtil::GetHandleType(pipelineData_.shader); in InitNode() 103 pipelineData_.threadGroupSize = shaderMgr.GetReflectionThreadGroupSize(pipelineData_.shader); in InitNode() 113 PLUGIN_LOG_E("RN:%s needs a valid shader handle", renderNodeContextMgr_->GetName().data()); in InitNode() 115 pipelineData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayoutHandle(pipelineData_.shader); in InitNode() 118 const RenderHandle graphicsState = shaderMgr.GetGraphicsStateHandleByShaderHandle(pipelineData_.shader); in InitNode() 119 pipelineData_.pso = renderNodeContextMgr.GetPsoManager().GetGraphicsPsoHandle(pipelineData_.shader, in InitNode() 123 pipelineData_.shader, pipelineData_.pipelineLayout, {}); in InitNode() 241 // if trying to just use shader withou in ProcessPostProcessConfiguration() [all...] |
/foundation/graphic/graphic_2d/rosen/samples/opengl/test_eglCreateWindowSurface/entry/src/main/cpp/render/ |
H A D | egl_core.cpp | 159 GLuint shader = glCreateShader(type);
in LoadShader() local 160 if (shader == 0) {
in LoadShader() 161 OH_LOG_Print(LOG_APP, LOG_ERROR, LOG_PRINT_DOMAIN, "EGLCore", "glCreateShader unable to load shader");
in LoadShader() 166 glShaderSource(shader, 1, &shaderSrc, nullptr);
in LoadShader() 167 glCompileShader(shader);
in LoadShader() 170 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
in LoadShader() 172 return shader;
in LoadShader() 176 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
in LoadShader() 178 glDeleteShader(shader);
in LoadShader() 185 glGetShaderInfoLog(shader, infoLe in LoadShader() [all...] |
/foundation/graphic/graphic_3d/kits/js/src/ |
H A D | MaterialJS.cpp | 194 // handle the case where a "bound shader" is attached too. in SetColorShader() 195 auto shader = GetNativeMeta<SCENE_NS::IShader>(shaderJS); in SetColorShader() local 196 if (shader == nullptr) { in SetColorShader() 197 // attaching to a bound shader. (if shader was bound to another material, we need to make a new copy) in SetColorShader() 202 ExecSyncTask([material, &shader]() -> META_NS::IAny::Ptr { in SetColorShader() 203 material->MaterialShader()->SetValue(shader); in SetColorShader() 208 // construct a "bound" shader object from the "non bound" one. in SetColorShader() 221 "shader", nullptr, META_NS::ObjectFlagBits::INTERNAL | META_NS::ObjectFlagBits::NATIVE)); in SetColorShader() 223 ->GetPropertyByName<IntfPtr>("shader") in SetColorShader() 245 SCENE_NS::IShader::Ptr shader; GetColorShader() local [all...] |
/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/src/ |
H A D | main.cpp | 839 glslang::TShader shader(stage);
844 shader.setStringsWithLengthsAndNames(&shader_strings, &shader_lengths, &string_names, 1);
845 shader.setPreamble(preamble.data());
846 shader.setEntryPoint("main");
847 shader.setAutoMapBindings(false);
848 shader.setAutoMapLocations(false);
849 shader.setShiftImageBinding(0);
850 shader.setShiftSamplerBinding(0);
851 shader.setShiftTextureBinding(0);
852 shader [all...] |
/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/ |
H A D | node_context_pso_manager.h | 61 RenderHandle GetComputePsoHandle(const RenderHandle shader, const RenderHandle pipelineLayout, 63 RenderHandle GetComputePsoHandle(const RenderHandle shader, const PipelineLayout& pipelineLayout, 66 RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState, 70 RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState, 74 RenderHandle GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState, 112 // hash (shader hash), resource handle 147 // hash (shader hash), resource handle
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H A D | node_context_pso_manager.cpp | 51 PLUGIN_LOG_E("RENDER_VALIDATION: shader specialization issue with constant and data size mismatch"); in hash() 91 "RENDER_VALIDATION: vertex input declaration pso (bindings: %u) mismatch with shader reflection " 133 // check for shader manager reloaded shaders -> re-create psos in BeginBackendFrame() 137 // find if using reloaded shader handles in BeginBackendFrame() 183 PLUGIN_LOG_E("RENDER_VALIDATION: invalid shader handle given to compute pso creation"); in GetComputePsoHandle() 242 RenderHandle NodeContextPsoManager::GetGraphicsPsoHandleImpl(const RenderHandle shader, in GetGraphicsPsoHandleImpl() argument 249 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) { in GetGraphicsPsoHandleImpl() 250 PLUGIN_LOG_E("RENDER_VALIDATION: invalid shader handle given to graphics pso creation"); in GetGraphicsPsoHandleImpl() 257 if (RenderHandleUtil::GetHandleType(shader) != RenderHandleType::SHADER_STATE_OBJECT) { in GetGraphicsPsoHandleImpl() 268 const uint64_t hash = HashGraphicsShader(shader, graphicsStat in GetGraphicsPsoHandleImpl() 334 GetGraphicsPsoHandle(const RenderHandle shader, const RenderHandle graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView, const ShaderSpecializationConstantDataView& shaderSpecialization, const array_view<const DynamicStateEnum> dynamicStates) GetGraphicsPsoHandle() argument 343 GetGraphicsPsoHandle(const RenderHandle shader, const GraphicsState& graphicsState, const PipelineLayout& pipelineLayout, const VertexInputDeclarationView& vertexInputDeclarationView, const ShaderSpecializationConstantDataView& shaderSpecialization, const array_view<const DynamicStateEnum> dynamicStates) GetGraphicsPsoHandle() argument [all...] |
H A D | render_node_post_process_util.cpp | 65 constexpr string_view COMBINED_SHADER_NAME = "rendershaders://shader/fullscreen_combined_post_process.shader"; 66 constexpr string_view FXAA_SHADER_NAME = "rendershaders://shader/fullscreen_fxaa.shader"; 67 constexpr string_view TAA_SHADER_NAME = "rendershaders://shader/fullscreen_taa.shader"; 68 constexpr string_view DOF_BLUR_SHADER_NAME = "rendershaders://shader/depth_of_field_blur.shader"; 69 constexpr string_view DOF_SHADER_NAME = "rendershaders://shader/depth_of_field.shader"; [all...] |
/foundation/graphic/graphic_2d/rosen/modules/2d_graphics/src/drawing/engine_adapter/skia_adapter/ |
H A D | skia_runtime_shader_builder.cpp | 48 auto shader = std::make_shared<ShaderEffect>(); in MakeShader() local 49 shader->GetImpl<SkiaShaderEffect>()->SetSkShader(skShader); in MakeShader() 51 return shader; in MakeShader() 70 void SkiaRuntimeShaderBuilder::SetChild(const std::string& name, std::shared_ptr<ShaderEffect> shader) in SetChild() argument 75 skRuntimeShaderBuilder_->child(name.c_str()) = shader->GetImpl<SkiaShaderEffect>()->GetShader(); in SetChild()
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H A D | skia_runtime_effect.cpp | 35 std::string pattern(R"(uniform\s+shader\s+(.*);)");
in GlslToSksl() 49 // change "uniform sampler2D inputTexture" to "uniform shader inputTexture"
in GlslToSksl() 50 fixup(R"(\buniform\s+sampler2D\b)", "uniform shader ");
in GlslToSksl() 106 std::shared_ptr<ShaderEffect> shader = std::make_shared<ShaderEffect>();
in MakeShader() local 119 shader->GetImpl<SkiaShaderEffect>()->SetSkShader(skShader);
in MakeShader() 121 return shader;
in MakeShader()
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/foundation/graphic/graphic_2d/frameworks/opengl_wrapper/test/ |
H A D | opengl_wrapper_native_test.cpp | 87 GLuint shader; in CreateShader() local 90 shader = glCreateShader(shaderType); in CreateShader() 91 if (shader == 0) { in CreateShader() 96 glShaderSource(shader, 1, (const char **) &source, NULL); in CreateShader() 97 glCompileShader(shader); in CreateShader() 99 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); in CreateShader() 105 return shader; in CreateShader()
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/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/ |
H A D | render_copy_helper.cpp | 60 renderData_.shader = shaderMgr.GetShaderHandle("rendershaders://shader/fullscreen_copy.shader"); in Init() 61 renderData_.pipelineLayout = shaderMgr.GetReflectionPipelineLayout(renderData_.shader); in Init() 88 const RenderHandle graphicsStateHandle = shaderMgr.GetGraphicsStateHandleByShaderHandle(renderData_.shader); in Execute() 89 renderData_.pso = psoMgr.GetGraphicsPsoHandle(renderData_.shader, graphicsStateHandle, in Execute()
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/foundation/graphic/graphic_2d/rosen/modules/2d_graphics/src/drawing/effect/ |
H A D | runtime_shader_builder.cpp | 39 void RuntimeShaderBuilder::SetChild(const std::string& name, std::shared_ptr<ShaderEffect> shader) in SetChild() argument 41 impl_->SetChild(name, shader); in SetChild()
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/foundation/arkui/ace_engine/frameworks/core/components_ng/render/adapter/ |
H A D | gradient_style_modifier.cpp | 51 auto shader = SkiaDecorationPainter::CreateGradientShader(GetGradient(), frameSize); in PaintGradient() local 54 if (!shader) { in PaintGradient() 58 renderContext->SetBackgroundShader(Rosen::RSShader::CreateRSShader(shader)); in PaintGradient() 66 auto shader = DrawingDecorationPainter::CreateGradientShader(GetGradient(), frameSize); in PaintGradient() local 69 if (!shader) { in PaintGradient() 73 renderContext->SetBackgroundShader(Rosen::RSShader::CreateRSShader(shader)); in PaintGradient()
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