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Searched refs:iround (Results 1 – 15 of 15) sorted by relevance

/external/swiftshader/src/Renderer/
DTextureStage.cpp95 short r = iround(4095 * constantColor.r); in setConstantColor()
96 short g = iround(4095 * constantColor.g); in setConstantColor()
97 short b = iround(4095 * constantColor.b); in setConstantColor()
98 short a = iround(4095 * constantColor.a); in setConstantColor()
113 uniforms.bumpmapMatrix4W[element / 2][element % 2][0] = iround(4095 * value); in setBumpmapMatrix()
114 uniforms.bumpmapMatrix4W[element / 2][element % 2][1] = iround(4095 * value); in setBumpmapMatrix()
115 uniforms.bumpmapMatrix4W[element / 2][element % 2][2] = iround(4095 * value); in setBumpmapMatrix()
116 uniforms.bumpmapMatrix4W[element / 2][element % 2][3] = iround(4095 * value); in setBumpmapMatrix()
121 short scale = iround(4095 * value); in setLuminanceScale()
128 short offset = iround(4095 * value); in setLuminanceOffset()
DPixelProcessor.cpp99 short x = iround(4095 * clamp_s(value[0], -1.0f, 1.0f)); in setFloatConstant()
100 short y = iround(4095 * clamp_s(value[1], -1.0f, 1.0f)); in setFloatConstant()
101 short z = iround(4095 * clamp_s(value[2], -1.0f, 1.0f)); in setFloatConstant()
102 short w = iround(4095 * clamp_s(value[3], -1.0f, 1.0f)); in setFloatConstant()
689 short textureFactorR = iround(4095 * textureFactor.r); in setTextureFactor()
690 short textureFactorG = iround(4095 * textureFactor.g); in setTextureFactor()
691 short textureFactorB = iround(4095 * textureFactor.b); in setTextureFactor()
692 short textureFactorA = iround(4095 * textureFactor.a); in setTextureFactor()
718 short blendConstantR = iround(65535 * blendConstant.r); in setBlendConstant()
719 short blendConstantG = iround(65535 * blendConstant.g); in setBlendConstant()
[all …]
DSampler.cpp294 short r = iround(0xFFFF * borderColor.r); in setBorderColor()
295 short g = iround(0xFFFF * borderColor.g); in setBorderColor()
296 short b = iround(0xFFFF * borderColor.b); in setBorderColor()
297 short a = iround(0xFFFF * borderColor.a); in setBorderColor()
DColor.hpp140 r = iround(clamp(c.r * 4095.0f, -4096.0f, 4095.0f)); in Color()
141 g = iround(clamp(c.g * 4095.0f, -4096.0f, 4095.0f)); in Color()
142 b = iround(clamp(c.b * 4095.0f, -4096.0f, 4095.0f)); in Color()
143 a = iround(clamp(c.a * 4095.0f, -4096.0f, 4095.0f)); in Color()
DRenderer.cpp2011 triangle.v1.X += iround(16 * 0.5f * pSize); in setupPoint()
2012 …triangle.v2.Y -= iround(16 * 0.5f * pSize) * (data.Hx16[0] > 0.0f ? 1 : -1); // Both Direct3D an… in setupPoint()
/external/swiftshader/src/Device/
DPixelProcessor.cpp466 short blendConstantR = iround(65535 * blendConstant.r); in setBlendConstant()
467 short blendConstantG = iround(65535 * blendConstant.g); in setBlendConstant()
468 short blendConstantB = iround(65535 * blendConstant.b); in setBlendConstant()
469 short blendConstantA = iround(65535 * blendConstant.a); in setBlendConstant()
492 short invBlendConstantR = iround(65535 * (1 - blendConstant.r)); in setBlendConstant()
493 short invBlendConstantG = iround(65535 * (1 - blendConstant.g)); in setBlendConstant()
494 short invBlendConstantB = iround(65535 * (1 - blendConstant.b)); in setBlendConstant()
495 short invBlendConstantA = iround(65535 * (1 - blendConstant.a)); in setBlendConstant()
602 factor.alphaReference4[0] = (word)iround(alphaReference * 0x1000 / 0xFF); in setAlphaReference()
603 factor.alphaReference4[1] = (word)iround(alphaReference * 0x1000 / 0xFF); in setAlphaReference()
[all …]
DSampler.cpp291 short r = iround(0xFFFF * borderColor.r); in setBorderColor()
292 short g = iround(0xFFFF * borderColor.g); in setBorderColor()
293 short b = iround(0xFFFF * borderColor.b); in setBorderColor()
294 short a = iround(0xFFFF * borderColor.a); in setBorderColor()
DColor.hpp140 r = iround(clamp(c.r * 4095.0f, -4096.0f, 4095.0f)); in Color()
141 g = iround(clamp(c.g * 4095.0f, -4096.0f, 4095.0f)); in Color()
142 b = iround(clamp(c.b * 4095.0f, -4096.0f, 4095.0f)); in Color()
143 a = iround(clamp(c.a * 4095.0f, -4096.0f, 4095.0f)); in Color()
DRenderer.cpp1633 triangle.v1.X += iround(16 * 0.5f * pSize); in setupPoint()
1634 …triangle.v2.Y -= iround(16 * 0.5f * pSize) * (data.Hx16[0] > 0.0f ? 1 : -1); // Both Direct3D an… in setupPoint()
/external/skia/tests/
DMathTest.cpp299 int iround = SkMulDiv255Round(a, b); in test_muldiv255() local
302 REPORTER_ASSERT(reporter, iround == round); in test_muldiv255()
305 REPORTER_ASSERT(reporter, itrunc <= iround); in test_muldiv255()
306 REPORTER_ASSERT(reporter, iround <= a); in test_muldiv255()
307 REPORTER_ASSERT(reporter, iround <= b); in test_muldiv255()
/external/skqp/tests/
DMathTest.cpp299 int iround = SkMulDiv255Round(a, b); in test_muldiv255() local
302 REPORTER_ASSERT(reporter, iround == round); in test_muldiv255()
305 REPORTER_ASSERT(reporter, itrunc <= iround); in test_muldiv255()
306 REPORTER_ASSERT(reporter, iround <= a); in test_muldiv255()
307 REPORTER_ASSERT(reporter, iround <= b); in test_muldiv255()
/external/swiftshader/src/System/
DMath.hpp89 inline int iround(float x) in iround() function
/external/swiftshader/src/Common/
DMath.hpp89 inline int iround(float x) in iround() function
/external/swiftshader/src/Pipeline/
DSamplerCore.cpp1945 const UShort4 yY = UShort4(iround(Yy * 0x4000)); in sampleTexel()
1946 const UShort4 rV = UShort4(iround(Rv * 0x4000)); in sampleTexel()
1947 const UShort4 gU = UShort4(iround(-Gu * 0x4000)); in sampleTexel()
1948 const UShort4 gV = UShort4(iround(-Gv * 0x4000)); in sampleTexel()
1949 const UShort4 bU = UShort4(iround(Bu * 0x4000)); in sampleTexel()
1951 const UShort4 r0 = UShort4(iround(-R0 * 0x4000)); in sampleTexel()
1952 const UShort4 g0 = UShort4(iround(G0 * 0x4000)); in sampleTexel()
1953 const UShort4 b0 = UShort4(iround(-B0 * 0x4000)); in sampleTexel()
/external/swiftshader/src/Shader/
DSamplerCore.cpp2087 const UShort4 yY = UShort4(iround(Yy * 0x4000)); in sampleTexel()
2088 const UShort4 rV = UShort4(iround(Rv * 0x4000)); in sampleTexel()
2089 const UShort4 gU = UShort4(iround(-Gu * 0x4000)); in sampleTexel()
2090 const UShort4 gV = UShort4(iround(-Gv * 0x4000)); in sampleTexel()
2091 const UShort4 bU = UShort4(iround(Bu * 0x4000)); in sampleTexel()
2093 const UShort4 r0 = UShort4(iround(-R0 * 0x4000)); in sampleTexel()
2094 const UShort4 g0 = UShort4(iround(G0 * 0x4000)); in sampleTexel()
2095 const UShort4 b0 = UShort4(iround(-B0 * 0x4000)); in sampleTexel()