/external/oboe/samples/RhythmGame/third_party/glm/detail/ |
D | func_geometric.inl | 101 …ic vecType<T, P> call(vecType<T, P> const & N, vecType<T, P> const & I, vecType<T, P> const & Nref) 105 return dot(Nref, I) < static_cast<T>(0) ? N : -N; 203 GLM_FUNC_QUALIFIER genType faceforward(genType const & N, genType const & I, genType const & Nref) argument 205 return dot(Nref, I) < static_cast<genType>(0) ? N : -N; 209 …ype<T, P> faceforward(vecType<T, P> const & N, vecType<T, P> const & I, vecType<T, P> const & Nref) argument 211 return detail::compute_faceforward<T, P, vecType, detail::is_aligned<P>::value>::call(N, I, Nref);
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D | func_geometric_simd.inl | 67 …ec4<float, P> call(tvec4<float, P> const& N, tvec4<float, P> const& I, tvec4<float, P> const& Nref) 70 result.data = glm_vec4_faceforward(N.data, I.data, Nref.data);
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D | func_geometric.hpp | 82 vecType<T, P> const & Nref);
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/external/oboe/samples/RhythmGame/third_party/glm/simd/ |
D | geometric.h | 85 GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref) in glm_vec4_faceforward() argument 87 glm_vec4 const dot0 = glm_vec4_dot(Nref, I); in glm_vec4_faceforward()
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/external/skia/src/sksl/ |
D | sksl_public.sksl | 98 $genType faceforward($genType N, $genType I, $genType Nref); 99 $genHType faceforward($genHType N, $genHType I, $genHType Nref);
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D | sksl_gpu.sksl | 139 $genType faceforward($genType N, $genType I, $genType Nref); 140 $genHType faceforward($genHType N, $genHType I, $genHType Nref);
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/external/oboe/samples/RhythmGame/third_party/glm/gtx/ |
D | simd_vec4.hpp | 484 detail::fvec4SIMD const & Nref);
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D | simd_vec4.inl | 663 detail::fvec4SIMD const & Nref argument 666 return detail::sse_ffd_ps(N.Data, I.Data, Nref.Data);
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/external/swiftshader/src/Shader/ |
D | ShaderCore.cpp | 1421 …oid ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward1() argument 1423 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000); in forward1() 1428 …oid ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward2() argument 1430 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000); in forward2() 1436 …oid ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward3() argument 1438 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000); in forward3() 1445 …oid ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward4() argument 1447 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000); in forward4()
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/external/skqp/src/sksl/ |
D | sksl.inc | 138 $genType faceforward($genType N, $genType I, $genType Nref); 139 $genHType faceforward($genHType N, $genHType I, $genHType Nref); 140 $genDType faceforward($genDType N, $genDType I, $genDType Nref);
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/external/swiftshader/src/Pipeline/ |
D | SpirvShaderGLSLstd450.cpp | 348 auto Nref = Operand(this, state, insn.word(7)); in EmitExtGLSLstd450() local 350 SIMD::Float d = Dot(type.componentCount, I, Nref); in EmitExtGLSLstd450()
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/external/skia/src/sksl/codegen/ |
D | SkSLVMCodeGenerator.cpp | 1104 &Nref = args[2]; in writeIntrinsicCall() local 1106 skvm::F32 dotNrefI = dot(Nref, I); in writeIntrinsicCall()
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/external/mesa3d/src/compiler/glsl/ |
D | builtin_functions.cpp | 5873 ir_variable *Nref = in_var(type, "Nref"); in _faceforward() local 5874 MAKE_SIG(type, avail, 3, N, I, Nref); in _faceforward() 5876 body.emit(if_tree(less(dot(Nref, I), IMM_FP(type, 0.0)), in _faceforward()
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