/third_party/skia/tests/sksl/blend/ |
D | BlendColorStandaloneSettings.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendLuminosity.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendColor.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendLuminosityStandaloneSettings.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendColor.metal | 14 … half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor); 15 …half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), … 18 if (minComp < 0.0h && lum != minComp) { 19 result = lum + (result - lum) * (lum / (lum - minComp)); 21 if (maxComp > alpha && maxComp != lum) { 22 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendLuminosity.metal | 14 … half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor); 15 …half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), … 18 if (minComp < 0.0h && lum != minComp) { 19 result = lum + (result - lum) * (lum / (lum - minComp)); 21 if (maxComp > alpha && maxComp != lum) { 22 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendSaturationStandaloneSettings.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendHue.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendHueStandaloneSettings.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendSaturation.glsl | 6 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 7 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 10 if (minComp < 0.0 && lum != minComp) { 11 result = lum + (result - lum) * (lum / (lum - minComp)); 13 if (maxComp > alpha && maxComp != lum) { 14 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendSaturation.metal | 14 … half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor); 15 …half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), … 18 if (minComp < 0.0h && lum != minComp) { 19 result = lum + (result - lum) * (lum / (lum - minComp)); 21 if (maxComp > alpha && maxComp != lum) { 22 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendHue.metal | 14 … half lum = dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), lumColor); 15 …half3 result = (lum - dot(half3(0.30000001192092896h, 0.5899999737739563h, 0.10999999940395355h), … 18 if (minComp < 0.0h && lum != minComp) { 19 result = lum + (result - lum) * (lum / (lum - minComp)); 21 if (maxComp > alpha && maxComp != lum) { 22 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | BlendLuminosity.asm.frag | 12 OpName %lum "lum" 31 OpDecorate %lum RelaxedPrecision 168 %lum = OpVariable %_ptr_Function_float Function 174 OpStore %lum %23 175 %30 = OpLoad %float %lum 206 %61 = OpLoad %float %lum 215 %67 = OpLoad %float %lum 217 %69 = OpLoad %float %lum 220 %72 = OpLoad %float %lum 221 %73 = OpLoad %float %lum [all …]
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D | BlendColor.asm.frag | 12 OpName %lum "lum" 31 OpDecorate %lum RelaxedPrecision 168 %lum = OpVariable %_ptr_Function_float Function 174 OpStore %lum %23 175 %30 = OpLoad %float %lum 206 %61 = OpLoad %float %lum 215 %67 = OpLoad %float %lum 217 %69 = OpLoad %float %lum 220 %72 = OpLoad %float %lum 221 %73 = OpLoad %float %lum [all …]
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D | BlendSaturation.asm.frag | 12 OpName %lum "lum" 34 OpDecorate %lum RelaxedPrecision 251 %lum = OpVariable %_ptr_Function_float Function 257 OpStore %lum %25 258 %32 = OpLoad %float %lum 289 %63 = OpLoad %float %lum 298 %69 = OpLoad %float %lum 300 %71 = OpLoad %float %lum 303 %74 = OpLoad %float %lum 304 %75 = OpLoad %float %lum [all …]
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D | BlendHue.asm.frag | 12 OpName %lum "lum" 34 OpDecorate %lum RelaxedPrecision 251 %lum = OpVariable %_ptr_Function_float Function 257 OpStore %lum %25 258 %32 = OpLoad %float %lum 289 %63 = OpLoad %float %lum 298 %69 = OpLoad %float %lum 300 %71 = OpLoad %float %lum 303 %74 = OpLoad %float %lum 304 %75 = OpLoad %float %lum [all …]
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/third_party/flutter/skia/third_party/externals/sdl/src/render/ |
D | SDL_yuv_sw.c | 95 unsigned char *lum, unsigned char *cr, 99 unsigned char *lum, unsigned char *cr, 106 unsigned char *lum, unsigned char *cr, in Color16DitherYV12Mod1X() argument 121 lum2 = lum + cols; in Color16DitherYV12Mod1X() 138 L = *lum++; in Color16DitherYV12Mod1X() 143 L = *lum++; in Color16DitherYV12Mod1X() 167 lum += cols; in Color16DitherYV12Mod1X() 176 unsigned char *lum, unsigned char *cr, in Color24DitherYV12Mod1X() argument 192 lum2 = lum + cols; in Color24DitherYV12Mod1X() 210 L = *lum++; in Color24DitherYV12Mod1X() [all …]
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D | SDL_yuv_mmx.c | 80 unsigned char *lum, unsigned char *cr, in ColorRGBDitherYV12MMX1X() argument 87 unsigned char* y = lum +cols*rows; /* Pointer to the end */ in ColorRGBDitherYV12MMX1X() 234 : "m" (cr), "r"(cb),"r"(lum), in ColorRGBDitherYV12MMX1X() 243 unsigned char *lum, unsigned char *cr, in Color565DitherYV12MMX1X() argument 250 unsigned char* y = lum +cols*rows; /* Pointer to the end */ in Color565DitherYV12MMX1X() 419 : "m" (cr), "r"(cb),"r"(lum), in Color565DitherYV12MMX1X()
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/third_party/gstreamer/gstplugins_good/gst/deinterlace/tvtime/ |
D | vfir.c | 69 const guint8 * lum_m2, const guint8 * lum_m1, const guint8 * lum, gint size) in deinterlace_c() 74 deinterlace_line_vfir (dst, lum_m4, lum_m3, lum_m2, lum_m1, lum, size); in deinterlace_c() 86 const guint8 *lum = scanlines->bb1; in deinterlace_line_packed_c() local 88 deinterlace_c (dst, lum_m4, lum_m3, lum_m2, lum_m1, lum, size); in deinterlace_line_packed_c() 99 const guint8 *lum = scanlines->bb1; in deinterlace_line_planar_y_c() local 101 deinterlace_c (dst, lum_m4, lum_m3, lum_m2, lum_m1, lum, size); in deinterlace_line_planar_y_c() 112 const guint8 *lum = scanlines->bb1; in deinterlace_line_planar_u_c() local 114 deinterlace_c (dst, lum_m4, lum_m3, lum_m2, lum_m1, lum, size); in deinterlace_line_planar_u_c() 125 const guint8 *lum = scanlines->bb1; in deinterlace_line_planar_v_c() local 127 deinterlace_c (dst, lum_m4, lum_m3, lum_m2, lum_m1, lum, size); in deinterlace_line_planar_v_c() [all …]
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/third_party/skia/tests/sksl/inliner/ |
D | InlinerCanBeDisabledStandaloneSettings.glsl | 5 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 6 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 9 if (minComp < 0.0 && lum != minComp) { 10 result = lum + (result - lum) * (lum / (lum - minComp)); 12 if (maxComp > alpha && maxComp != lum) { 13 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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D | InlinerCanBeDisabled.glsl | 11 float lum = dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 12 …vec3 result = (lum - dot(vec3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), hueSa… 15 if (minComp < 0.0 && lum != minComp) { 16 result = lum + (result - lum) * (lum / (lum - minComp)); 18 if (maxComp > alpha && maxComp != lum) { 19 return lum + ((result - lum) * (alpha - lum)) / (maxComp - lum);
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/third_party/ffmpeg/tests/ |
D | utils.c | 37 static void rgb24_to_yuv420p(unsigned char *lum, unsigned char *cb, in rgb24_to_yuv420p() argument 56 lum[0] = (FIX(0.29900) * r + FIX(0.58700) * g + in rgb24_to_yuv420p() 64 lum[1] = (FIX(0.29900) * r + FIX(0.58700) * g + in rgb24_to_yuv420p() 67 lum += wrap; in rgb24_to_yuv420p() 75 lum[0] = (FIX(0.29900) * r + FIX(0.58700) * g + in rgb24_to_yuv420p() 83 lum[1] = (FIX(0.29900) * r + FIX(0.58700) * g + in rgb24_to_yuv420p() 94 lum += -wrap + 2; in rgb24_to_yuv420p() 97 lum += wrap; in rgb24_to_yuv420p()
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/third_party/flutter/skia/gm/ |
D | hsl.cpp | 49 static float lum(float r, float g, float b) { return r*0.30f + g*0.59f + b*0.11f; } in lum() function 66 float l = lum(*r,*g,*b), in clip_color() 81 float diff = l - lum(*r,*g,*b); in set_lum() 96 set_lum(&R,&G,&B, lum(dr,dg,db)); in hue() 109 set_lum(&R,&G,&B, lum( dr, dg, db)); // This may seem redundant, but it is not. in saturation() 121 set_lum(&R,&G,&B, lum(dr,dg,db)); in color() 133 set_lum(&R,&G,&B, lum(*sr,*sg,*sb)); in luminosity()
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/third_party/skia/gm/ |
D | hsl.cpp | 50 static float lum(float r, float g, float b) { return r*0.30f + g*0.59f + b*0.11f; } in lum() function 67 float l = lum(*r,*g,*b), in clip_color() 82 float diff = l - lum(*r,*g,*b); in set_lum() 97 set_lum(&R,&G,&B, lum(dr,dg,db)); in hue() 110 set_lum(&R,&G,&B, lum( dr, dg, db)); // This may seem redundant, but it is not. in saturation() 122 set_lum(&R,&G,&B, lum(dr,dg,db)); in color() 134 set_lum(&R,&G,&B, lum(*sr,*sg,*sb)); in luminosity()
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/third_party/flutter/skia/src/core/ |
D | SkMaskGamma.h | 58 U8CPU lum = base; in sk_t_scale255() local 60 lum |= base >> i; in sk_t_scale255() 62 return lum; in sk_t_scale255() 115 U8CPU lum = sk_t_scale255<MAX_LUM_BITS>(i); in SkTMaskGamma() local 116 SkTMaskGamma_build_correcting_lut(fGammaTables[i], lum, contrast, in SkTMaskGamma()
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