/external/skia/platform_tools/android/apps/arcore/src/main/cpp/ |
D | hello_ar_application.h | 54 SkMatrix SkiaRenderer(const glm::mat4 &proj, const glm::mat4 &view, const glm::mat4 &model); 93 … void UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 snapMat); 95 …void SetModelMatrices(glm::mat4& aaMat, glm::mat4& caMat, glm::mat4& snapMat, const glm::mat4& pla… 97 …void SetCameraAlignedMatrix(glm::mat4& caMat, glm::vec3 hitPos, glm::mat4& planeModel, const glm::… 103 glm::mat4 104 ComputeCameraAlignedMatrix(ArPlane *arPlane, glm::mat4 planeModel, glm::mat4 initRotation,
|
D | hello_ar_application.cc | 245 glm::mat4 view_mat; in OnDrawFrame() 246 glm::mat4 projection_mat; in OnDrawFrame() 662 glm::mat4 matrix = util::SkMatToGlmMat( in OnTouchTranslate() 731 glm::mat4 backToOrigin(1); in OnTouchTranslate() 733 glm::mat4 backToPlane(1); in OnTouchTranslate() 748 glm::mat4 translate(1); in OnTouchTranslate() 819 …rApplication::UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 sn… in UpdateMatrixMaps() 825 void SetSkiaInitialRotation(glm::mat4& initRotation) { in SetSkiaInitialRotation() 829 void SetSkiaObjectAxes(glm::vec3& x, glm::vec3& y, glm::vec3& z, glm::mat4 transform) { in SetSkiaObjectAxes() 835 …void SetCameraAlignedRotation(glm::mat4& rotateTowardsCamera, float& rotationDirection, const glm:… in SetCameraAlignedRotation() [all …]
|
D | util.h | 101 …void GetTransformMatrixFromPose(ArSession *ar_session, const ArPose *ar_pose, glm::mat4 *out_model… 112 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]); 115 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera… 118 SkMatrix44 GlmMatToSkMat(const glm::mat4 m); 119 glm::mat4 SkMatToGlmMat(const SkMatrix44 m); 126 void LogGlmMat(glm::mat4 m, char *type);
|
D | plane_renderer.h | 46 void Draw(const glm::mat4 &projection_mat, const glm::mat4 &view_mat, 55 glm::mat4 model_mat_ = glm::mat4(1.0f);
|
/external/skqp/platform_tools/android/apps/arcore/src/main/cpp/ |
D | hello_ar_application.h | 54 SkMatrix SkiaRenderer(const glm::mat4 &proj, const glm::mat4 &view, const glm::mat4 &model); 93 … void UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 snapMat); 95 …void SetModelMatrices(glm::mat4& aaMat, glm::mat4& caMat, glm::mat4& snapMat, const glm::mat4& pla… 97 …void SetCameraAlignedMatrix(glm::mat4& caMat, glm::vec3 hitPos, glm::mat4& planeModel, const glm::… 103 glm::mat4 104 ComputeCameraAlignedMatrix(ArPlane *arPlane, glm::mat4 planeModel, glm::mat4 initRotation,
|
D | hello_ar_application.cc | 245 glm::mat4 view_mat; in OnDrawFrame() 246 glm::mat4 projection_mat; in OnDrawFrame() 662 glm::mat4 matrix = util::SkMatToGlmMat( in OnTouchTranslate() 731 glm::mat4 backToOrigin(1); in OnTouchTranslate() 733 glm::mat4 backToPlane(1); in OnTouchTranslate() 748 glm::mat4 translate(1); in OnTouchTranslate() 819 …rApplication::UpdateMatrixMaps(ArAnchor* anchorKey, glm::mat4 aaMat, glm::mat4 caMat, glm::mat4 sn… in UpdateMatrixMaps() 825 void SetSkiaInitialRotation(glm::mat4& initRotation) { in SetSkiaInitialRotation() 829 void SetSkiaObjectAxes(glm::vec3& x, glm::vec3& y, glm::vec3& z, glm::mat4 transform) { in SetSkiaObjectAxes() 835 …void SetCameraAlignedRotation(glm::mat4& rotateTowardsCamera, float& rotationDirection, const glm:… in SetCameraAlignedRotation() [all …]
|
D | util.h | 101 …void GetTransformMatrixFromPose(ArSession *ar_session, const ArPose *ar_pose, glm::mat4 *out_model… 112 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]); 115 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera… 118 SkMatrix44 GlmMatToSkMat(const glm::mat4 m); 119 glm::mat4 SkMatToGlmMat(const SkMatrix44 m); 126 void LogGlmMat(glm::mat4 m, char *type);
|
D | plane_renderer.h | 46 void Draw(const glm::mat4 &projection_mat, const glm::mat4 &view_mat, 55 glm::mat4 model_mat_ = glm::mat4(1.0f);
|
D | util.cc | 167 glm::mat4 *out_model_mat) { in GetTransformMatrixFromPose() 204 glm::mat4 GetCameraRotationMatrix(float cameraOutRaw[]) { in GetCameraRotationMatrix() 205 glm::mat4 cameraRotation(1); in GetCameraRotationMatrix() 215 …void GetCameraInfo(ArSession* arSession, ArFrame* arFrame, glm::vec3& cameraPos, glm::mat4& camera… in GetCameraInfo() 238 SkMatrix44 GlmMatToSkMat(const glm::mat4 m) { in GlmMatToSkMat() 248 glm::mat4 SkMatToGlmMat(const SkMatrix44 m) { in SkMatToGlmMat() 249 glm::mat4 glmMat(1); in SkMatToGlmMat() 270 void LogGlmMat(glm::mat4 m, char *type) { in LogGlmMat()
|
/external/eigen/unsupported/test/ |
D | cxx11_tensor_map.cpp | 89 TensorMap<Tensor<const int, 2, RowMajor> > mat4(mat2.data(), 2, 3); in test_2d() local 96 VERIFY_IS_EQUAL(mat4.rank(), 2); in test_2d() 97 VERIFY_IS_EQUAL(mat4.size(), 6); in test_2d() 98 VERIFY_IS_EQUAL(mat4.dimension(0), 2); in test_2d() 99 VERIFY_IS_EQUAL(mat4.dimension(1), 3); in test_2d() 108 VERIFY_IS_EQUAL(mat4(0,0), 0); in test_2d() 109 VERIFY_IS_EQUAL(mat4(0,1), 1); in test_2d() 110 VERIFY_IS_EQUAL(mat4(0,2), 2); in test_2d() 111 VERIFY_IS_EQUAL(mat4(1,0), 3); in test_2d() 112 VERIFY_IS_EQUAL(mat4(1,1), 4); in test_2d() [all …]
|
D | cxx11_tensor_contraction.cpp | 30 Tensor<float, 2, DataLayout> mat4(3,3); in test_evals() local 31 mat4.setZero(); in test_evals() 35 eval.evalTo(mat4.data()); in test_evals() 40 VERIFY_IS_APPROX(mat4(0,0), mat1(0,0)*mat2(0,0) + mat1(1,0)*mat2(1,0)); in test_evals() 41 VERIFY_IS_APPROX(mat4(0,1), mat1(0,0)*mat2(0,1) + mat1(1,0)*mat2(1,1)); in test_evals() 42 VERIFY_IS_APPROX(mat4(0,2), mat1(0,0)*mat2(0,2) + mat1(1,0)*mat2(1,2)); in test_evals() 43 VERIFY_IS_APPROX(mat4(1,0), mat1(0,1)*mat2(0,0) + mat1(1,1)*mat2(1,0)); in test_evals() 44 VERIFY_IS_APPROX(mat4(1,1), mat1(0,1)*mat2(0,1) + mat1(1,1)*mat2(1,1)); in test_evals() 45 VERIFY_IS_APPROX(mat4(1,2), mat1(0,1)*mat2(0,2) + mat1(1,1)*mat2(1,2)); in test_evals() 46 VERIFY_IS_APPROX(mat4(2,0), mat1(0,2)*mat2(0,0) + mat1(1,2)*mat2(1,0)); in test_evals() [all …]
|
D | cxx11_tensor_fixed_size.cpp | 157 TensorFixedSize<float, Sizes<2, 3>, RowMajor> mat4; in test_2d() local 159 mat4 = mat2.abs(); in test_2d() 172 VERIFY_IS_APPROX(mat4(0,0), 0.0f); in test_2d() 173 VERIFY_IS_APPROX(mat4(0,1), 1.0f); in test_2d() 174 VERIFY_IS_APPROX(mat4(0,2), 2.0f); in test_2d() 175 VERIFY_IS_APPROX(mat4(1,0), 3.0f); in test_2d() 176 VERIFY_IS_APPROX(mat4(1,1), 4.0f); in test_2d() 177 VERIFY_IS_APPROX(mat4(1,2), 5.0f); in test_2d() 204 TensorFixedSize<float, Sizes<2, 3, 7>, RowMajor> mat4; in test_3d() local 205 mat4 = mat2.sqrt(); in test_3d() [all …]
|
D | cxx11_tensor_assign.cpp | 96 TensorMap<Tensor<int, 2, RowMajor> > mat4(col_major, 2, 3); in test_2d() local 99 mat4 = mat2; in test_2d() 108 VERIFY_IS_EQUAL(mat4(0,0), 0); in test_2d() 109 VERIFY_IS_EQUAL(mat4(0,1), 1); in test_2d() 110 VERIFY_IS_EQUAL(mat4(0,2), 2); in test_2d() 111 VERIFY_IS_EQUAL(mat4(1,0), 3); in test_2d() 112 VERIFY_IS_EQUAL(mat4(1,1), 4); in test_2d() 113 VERIFY_IS_EQUAL(mat4(1,2), 5); in test_2d() 118 mat2 = mat4; in test_2d() 156 TensorMap<Tensor<int, 3, RowMajor> > mat4(row_major, 2, 3, 7); in test_3d() local [all …]
|
D | cxx11_tensor_expr.cpp | 91 Tensor<float, 2, RowMajor> mat4(2,3); in test_2d() local 93 mat4 = mat2.abs(); in test_2d() 102 VERIFY_IS_APPROX(mat4(0,0), 0.0f); in test_2d() 103 VERIFY_IS_APPROX(mat4(0,1), 1.0f); in test_2d() 104 VERIFY_IS_APPROX(mat4(0,2), 2.0f); in test_2d() 105 VERIFY_IS_APPROX(mat4(1,0), 3.0f); in test_2d() 106 VERIFY_IS_APPROX(mat4(1,1), 4.0f); in test_2d() 107 VERIFY_IS_APPROX(mat4(1,2), 5.0f); in test_2d() 128 Tensor<float, 3, RowMajor> mat4(2,3,7); in test_3d() local 129 mat4 = mat2 * 3.14f; in test_3d() [all …]
|
/external/deqp-deps/glslang/Test/baseResults/ |
D | hlsl.scalar2matrix.frag.out | 72 0:16 'mat4' ( temp 4X4 matrix of float) 91 0:17 'mat4' ( temp 4X4 matrix of float) 110 0:18 'mat4' ( temp 4X4 matrix of float) 129 0:20 'mat4' ( temp 4X4 matrix of float) 133 0:21 'mat4' ( temp 4X4 matrix of float) 137 0:22 'mat4' ( temp 4X4 matrix of float) 141 0:23 'mat4' ( temp 4X4 matrix of float) 175 0:27 'mat4' ( temp 4X4 matrix of float) 261 0:16 'mat4' ( temp 4X4 matrix of float) 280 0:17 'mat4' ( temp 4X4 matrix of float) [all …]
|
/external/deqp-deps/glslang/Test/ |
D | hlsl.scalar2matrix.frag | 15 float4x4 mat4; 16 mat4 = 0.75; 17 mat4 = float4x4(4, 4.1, 4.2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); 18 mat4 = (float4x4)0.5; 20 mat4 *= 0.75; 21 mat4 += 0.75; 22 mat4 -= 0.5; 23 mat4 /= 2.0; 27 return mat1c[0] + mat3c[0] + mat1[1] + mat4[2];
|
D | matrix.frag | 7 uniform mat4 m, n; 13 uniform mat4 um43; 14 uniform mat4 un34; 39 m34 += mat4(v.x); 40 m34 += mat4(u, u.x, u, u.x, u, u.x, u.x); 42 mat4 m34 = mat4(v.x*u.x, v.x*u.y, v.x*u.z, v.x*u.w, 46 m34 += mat4(v.x); 47 m34 += mat4(u, u.x, u, u.x, u, u.x, u.x);
|
D | 120.frag | 76 mat4 m; 143 mat4 r4 = matrixCompMult(m44, m44); 160 mat4 m4b1 = mat4(v2, v3); // ERROR, not enough 161 mat4 m4b2 = mat4(v2, v3, v3, v3, v3, v2, v2); // ERROR, too much 162 mat4 m4g = mat4(v2, v3, v3, v3, v3, v3); 163 mat4 m4 = mat4(v2, v3, v3, v3, v3, v2); 168 mat4 m4c = mat4(m32);
|
D | spv.140.frag | 13 layout(row_major) mat4 matra[4]; 14 layout(column_major) mat4 matca[4]; 15 layout(row_major) mat4 matr; 16 layout(column_major) mat4 matc; 17 layout(align=512, offset=1024) mat4 matrdef;
|
D | spv.matrix2.frag | 5 in mat4 m, n; 11 in mat4 um4; 30 mat4 m44 = mat4(un34); 46 mat4 inv4 = inverse(um4);
|
D | matrix2.frag | 5 uniform mat4 m, n; 11 uniform mat4 um4; 30 mat4 m44 = mat4(un34); 46 mat4 inv4 = inverse(um4);
|
D | 300layout.vert | 12 layout(shared, column_major) uniform mat4 badm4; // ERROR 16 mat4 M1; // row_major 17 layout(column_major) mat4 M2; // column major 28 mat4 t2m; 32 mat4 M3; // column_major 33 layout(row_major) mat4 M4; // row major
|
D | spv.300layoutp.vert | 13 mat4 M1; // row_major 14 layout(column_major) mat4 M2; // column major 21 mat4 t2m; 25 mat4 M3; // column_major 26 layout(row_major) mat4 M4; // row major
|
D | spv.300layout.vert | 13 mat4 M1; // row_major 14 layout(column_major) mat4 M2; // column major 21 mat4 t2m; 25 mat4 M3; // column_major 26 layout(row_major) mat4 M4; // row major
|
D | spv.simpleMat.vert | 3 varying mat4 mvp; 7 in mat4 arraym[3]; 11 //out mat4 mout[2];
|