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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.cpp108 short x = iround(4095 * clamp_s(value[0], -1.0f, 1.0f)); in setFloatConstant()
109 short y = iround(4095 * clamp_s(value[1], -1.0f, 1.0f)); in setFloatConstant()
110 short z = iround(4095 * clamp_s(value[2], -1.0f, 1.0f)); in setFloatConstant()
111 short w = iround(4095 * clamp_s(value[3], -1.0f, 1.0f)); in setFloatConstant()
698 short textureFactorR = iround(4095 * textureFactor.r); in setTextureFactor()
699 short textureFactorG = iround(4095 * textureFactor.g); in setTextureFactor()
700 short textureFactorB = iround(4095 * textureFactor.b); in setTextureFactor()
701 short textureFactorA = iround(4095 * textureFactor.a); in setTextureFactor()
727 short blendConstantR = iround(65535 * blendConstant.r); in setBlendConstant()
728 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.cpp2124 triangle.v1.X += iround(16 * 0.5f * pSize); in setupPoint()
2125 …triangle.v2.Y -= iround(16 * 0.5f * pSize) * (data.Hx16[0] > 0.0f ? 1 : -1); // Both Direct3D an… in setupPoint()
/external/oboe/samples/RhythmGame/third_party/glm/gtc/
Dinteger.inl37 GLM_FUNC_QUALIFIER int iround(genType x) function
39 …GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'iround' only accept floating-point in…
46 GLM_FUNC_QUALIFIER vecType<int, P> iround(vecType<T, P> const& x) function
48 …GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'iround' only accept floating-point inputs");
Dinteger.hpp84 GLM_FUNC_DECL vecType<int, P> iround(vecType<T, P> const & x);
/external/swiftshader/src/Device/
DPixelProcessor.cpp59 factor.blendConstant4W[0] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.x))); in setBlendConstant()
60 factor.blendConstant4W[1] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.y))); in setBlendConstant()
61 factor.blendConstant4W[2] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.z))); in setBlendConstant()
62 factor.blendConstant4W[3] = word4(static_cast<uint16_t>(iround(0xFFFFu * blendConstant.w))); in setBlendConstant()
/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/skia/tests/
DMathTest.cpp339 int iround = SkMulDiv255Round(a, b); in test_muldiv255() local
342 REPORTER_ASSERT(reporter, iround == round); in test_muldiv255()
345 REPORTER_ASSERT(reporter, itrunc <= iround); in test_muldiv255()
346 REPORTER_ASSERT(reporter, iround <= a); in test_muldiv255()
347 REPORTER_ASSERT(reporter, iround <= b); in test_muldiv255()
/external/OpenCL-CTS/test_conformance/basic/
Dtest_progvar.cpp966 for ( int iround = 0; iround < num_rounds ; iround++ ) { in l_write_read_for_type() local
1120 for ( int iround = 0; iround < num_rounds ; iround++ ) { in l_init_write_read_for_type() local
1704 for ( int iround = 0; iround < 5 ; iround++ ) { // Must go at least twice around in test_progvar_func_scope() local
1714 iround, iwhich, expected_counter[iwhich], counter_value ); in test_progvar_func_scope()
/external/swiftshader/src/System/
DMath.hpp81 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/Shader/
DSamplerCore.cpp2088 const UShort4 yY = UShort4(iround(Yy * 0x4000)); in sampleTexel()
2089 const UShort4 rV = UShort4(iround(Rv * 0x4000)); in sampleTexel()
2090 const UShort4 gU = UShort4(iround(-Gu * 0x4000)); in sampleTexel()
2091 const UShort4 gV = UShort4(iround(-Gv * 0x4000)); in sampleTexel()
2092 const UShort4 bU = UShort4(iround(Bu * 0x4000)); in sampleTexel()
2094 const UShort4 r0 = UShort4(iround(-R0 * 0x4000)); in sampleTexel()
2095 const UShort4 g0 = UShort4(iround(G0 * 0x4000)); in sampleTexel()
2096 const UShort4 b0 = UShort4(iround(-B0 * 0x4000)); in sampleTexel()
/external/mesa3d/docs/relnotes/
D7.10.rst1814 - gallivm: Fast implementation of iround(log2(x))
2445 - gallivm: faster iround implementation for sse2
2451 - gallivm: make use of new iround code in lp_bld_conv.