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Searched refs:shader (Results 1 - 25 of 129) sorted by relevance

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/foundation/multimedia/image_effect/frameworks/native/render_environment/core/
H A Drender_opengl_renderer.cpp28 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
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H A Drender_opengl_renderer.h35 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,
H A Drender_mesh.cpp40 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()
/foundation/graphic/graphic_2d/rosen/modules/effect/effectChain/src/
H A Dprogram.cpp45 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()
/foundation/graphic/graphic_3d/lume/LumeRender/api/render/nodecontext/
H A Dintf_node_context_pso_manager.h48 * @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
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/foundation/multimedia/image_effect/frameworks/native/render_environment/graphic/
H A Dgl_utils.cpp146 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()
/foundation/graphic/graphic_3d/lume/LumeRender/src/node/
H A Drender_motion_blur.cpp57 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()
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H A Drender_copy.cpp61 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
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H A Drender_node_fullscreen_generic.cpp48 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()
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H A Drender_bloom.cpp609 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
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H A Drender_motion_blur.h62 RenderHandle shader; member
69 RenderHandle shader; member
H A Drender_node_shader_passes_generic.h63 const RenderPass& renderPass, const RenderHandle& shader, const PipelineLayout& pipelineLayout);
64 RenderHandle GetPsoHandleCompute(const RenderHandle& shader, const PipelineLayout& pipelineLayout);
H A Drender_node_mip_chain_post_process.cpp92 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()
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/foundation/graphic/graphic_2d/rosen/samples/opengl/test_eglCreateWindowSurface/entry/src/main/cpp/render/
H A Degl_core.cpp159 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()
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/foundation/graphic/graphic_3d/kits/js/src/
H A DMaterialJS.cpp194 // 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
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/foundation/graphic/graphic_3d/lume/LumeBinaryCompile/LumeShaderCompiler/src/
H A Dmain.cpp839 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
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/foundation/graphic/graphic_3d/lume/LumeRender/src/nodecontext/
H A Dnode_context_pso_manager.h61 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
H A Dnode_context_pso_manager.cpp51 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
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H A Drender_node_post_process_util.cpp65 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";
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/foundation/graphic/graphic_2d/rosen/modules/2d_graphics/src/drawing/engine_adapter/skia_adapter/
H A Dskia_runtime_shader_builder.cpp48 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()
H A Dskia_runtime_effect.cpp35 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()
/foundation/graphic/graphic_2d/frameworks/opengl_wrapper/test/
H A Dopengl_wrapper_native_test.cpp87 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()
/foundation/graphic/graphic_3d/lume/Lume_3D/src/render/node/
H A Drender_copy_helper.cpp60 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()
/foundation/graphic/graphic_2d/rosen/modules/2d_graphics/src/drawing/effect/
H A Druntime_shader_builder.cpp39 void RuntimeShaderBuilder::SetChild(const std::string& name, std::shared_ptr<ShaderEffect> shader) in SetChild() argument
41 impl_->SetChild(name, shader); in SetChild()
/foundation/arkui/ace_engine/frameworks/core/components_ng/render/adapter/
H A Dgradient_style_modifier.cpp51 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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