/external/swiftshader/src/Shader/ |
D | VertexPipeline.cpp | 242 Vector4f ambient; in pipeline() local 245 ambient.x = globalAmbient.x; in pipeline() 246 ambient.y = globalAmbient.y; in pipeline() 247 ambient.z = globalAmbient.z; in pipeline() 289 ambient.x = ambient.x + lightAmbient.x * att; in pipeline() 290 ambient.y = ambient.y + lightAmbient.y * att; in pipeline() 291 ambient.z = ambient.z + lightAmbient.z * att; in pipeline() 406 ambient.x = ambient.x * materialAmbient.x; in pipeline() 407 ambient.y = ambient.y * materialAmbient.y; in pipeline() 408 ambient.z = ambient.z * materialAmbient.z; in pipeline() [all …]
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/external/linux-kselftest/tools/testing/selftests/capabilities/ |
D | test_execve.c | 207 bool eff, bool perm, bool inh, bool ambient) in exec_other_validate_cap() argument 210 (perm ? "1" : "0"), (inh ? "1" : "0"), (ambient ? "1" : "0"), in exec_other_validate_cap() 215 static void exec_validate_cap(bool eff, bool perm, bool inh, bool ambient) in exec_validate_cap() argument 217 exec_other_validate_cap("./validate_cap", eff, perm, inh, ambient); in exec_validate_cap()
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/external/skia/src/effects/ |
D | SkEmbossMask.cpp | 52 int ambient = light.fAmbient; in Emboss() local 77 int mul = ambient; in Emboss()
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D | SkEmbossMaskFilter.cpp | 42 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument 51 light.fAmbient = SkUnitScalarClampToByte(ambient); in MakeEmboss()
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/external/skqp/src/effects/ |
D | SkEmbossMask.cpp | 52 int ambient = light.fAmbient; in Emboss() local 77 int mul = ambient; in Emboss()
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D | SkEmbossMaskFilter.cpp | 42 SkScalar ambient, SkScalar specular) { in MakeEmboss() argument 51 light.fAmbient = SkUnitScalarClampToByte(ambient); in MakeEmboss()
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/external/skia/include/effects/ |
D | SkBlurMaskFilter.h | 31 SkScalar ambient, SkScalar specular);
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/external/skqp/include/effects/ |
D | SkBlurMaskFilter.h | 31 SkScalar ambient, SkScalar specular);
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/external/mesa3d/src/mesa/main/ |
D | ffvertex_prog.c | 1174 struct ureg ambient = get_lightprod(p, i, 0, STATE_AMBIENT); in build_lighting() local 1205 emit_op3(p, OPCODE_MAD, _col0, 0, swizzle1(lit,X), ambient, _col0); in build_lighting() 1210 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0); in build_lighting() 1215 emit_op2(p, OPCODE_ADD, _col0, 0, ambient, _col0); in build_lighting() 1221 release_temp(p, ambient); in build_lighting() 1229 struct ureg ambient = get_lightprod(p, i, 1, STATE_AMBIENT); in build_lighting() local 1266 emit_op3(p, OPCODE_MAD, _bfc0, 0, swizzle1(lit,X), ambient, _bfc0); in build_lighting() 1270 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); /**/ in build_lighting() 1274 emit_op2(p, OPCODE_ADD, _bfc0, 0, ambient, _bfc0); in build_lighting() 1284 release_temp(p, ambient); in build_lighting()
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/external/autotest/client/site_tests/graphics_SanAngeles/src/ |
D | shader.h | 24 GLint ambient; member
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D | shader.c | 121 GET_UNIFORM_LOC(Lit, ambient); in getLocations()
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D | demo.c | 684 glUniform4fv(sShaderLit.ambient, 1, lightAmbient); in appInit()
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/external/deqp-deps/glslang/Test/baseResults/ |
D | 140.vert.out | 47 0:16 direct index ( temp structure{ global 4-component vector of float ambient, global 4-comp… 48 …niform 32-element array of structure{ global 4-component vector of float ambient, global 4-compon… 186 0:16 direct index ( temp structure{ global 4-component vector of float ambient, global 4-comp… 187 …niform 32-element array of structure{ global 4-component vector of float ambient, global 4-compon…
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D | 130.vert.out | 127 0:65 direct index ( temp structure{ global 4-component vector of float ambient, global 4-comp… 128 …niform 32-element array of structure{ global 4-component vector of float ambient, global 4-compon…
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/external/skia/src/utils/ |
D | SkShadowUtils.cpp | 187 sk_sp<SkVertices> find(const AmbientVerticesFactory& ambient, const SkMatrix& matrix, in find() argument 189 return fAmbientSet.find(ambient, matrix, translate); in find() 192 sk_sp<SkVertices> add(const SkPath& devPath, const AmbientVerticesFactory& ambient, in add() argument 194 return fAmbientSet.add(devPath, ambient, matrix, translate); in add()
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/external/skqp/src/utils/ |
D | SkShadowUtils.cpp | 186 sk_sp<SkVertices> find(const AmbientVerticesFactory& ambient, const SkMatrix& matrix, in find() argument 188 return fAmbientSet.find(ambient, matrix, translate); in find() 191 sk_sp<SkVertices> add(const SkPath& devPath, const AmbientVerticesFactory& ambient, in add() argument 193 return fAmbientSet.add(devPath, ambient, matrix, translate); in add()
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/external/mesa3d/src/gallium/drivers/svga/svgadump/ |
D | svga_dump.c | 470 _debug_printf("\t\t.material.ambient[0] = %f\n", (*cmd).material.ambient[0]); in dump_SVGA3dCmdSetMaterial() 471 _debug_printf("\t\t.material.ambient[1] = %f\n", (*cmd).material.ambient[1]); in dump_SVGA3dCmdSetMaterial() 472 _debug_printf("\t\t.material.ambient[2] = %f\n", (*cmd).material.ambient[2]); in dump_SVGA3dCmdSetMaterial() 473 _debug_printf("\t\t.material.ambient[3] = %f\n", (*cmd).material.ambient[3]); in dump_SVGA3dCmdSetMaterial() 522 _debug_printf("\t\t.data.ambient[0] = %f\n", (*cmd).data.ambient[0]); in dump_SVGA3dCmdSetLightData() 523 _debug_printf("\t\t.data.ambient[1] = %f\n", (*cmd).data.ambient[1]); in dump_SVGA3dCmdSetLightData() 524 _debug_printf("\t\t.data.ambient[2] = %f\n", (*cmd).data.ambient[2]); in dump_SVGA3dCmdSetLightData() 525 _debug_printf("\t\t.data.ambient[3] = %f\n", (*cmd).data.ambient[3]); in dump_SVGA3dCmdSetLightData()
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/external/cros/system_api/dbus/power_manager/ |
D | backlight.proto | 58 // Automated powerd change due by a change to the ambient light level.
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/external/mesa3d/src/gallium/drivers/svga/include/ |
D | svga3d_cmd.h | 400 float ambient[4]; member 894 float ambient[4]; member
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
D | Context.cpp | 179 light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f}; in Context() 643 light[index].ambient = {r, g, b, a}; in setLightAmbient() 1970 …tAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, … in applyState()
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D | Context.h | 135 Color ambient; member
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/external/mesa3d/src/mesa/program/ |
D | program_lexer.l | 238 {dot}ambient { return AMBIENT; }
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/external/autotest/client/site_tests/power_LoadTest/ |
D | README.md | 134 * In order to remove impact of ambient light changes, use brightness keys to set
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/external/swiftshader/src/D3D8/ |
D | Direct3DDevice8.cpp | 4625 sw::Color<float> ambient(l.Ambient.r, l.Ambient.g, l.Ambient.b, l.Ambient.a); in bindLights() local 4630 renderer->setLightAmbient(active, ambient); in bindLights()
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/external/mesa3d/docs/ |
D | VERSIONS | 354 - spotlights didn't effect ambient lighting correctly 699 - glColorMaterial and glMaterial updates to emissive and ambient
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