/external/swiftshader/src/Renderer/ |
D | TextureStage.cpp | 95 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()
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D | PixelProcessor.cpp | 108 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 …]
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D | Sampler.cpp | 294 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()
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D | Color.hpp | 140 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()
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D | Renderer.cpp | 2124 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()
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/external/oboe/samples/RhythmGame/third_party/glm/gtc/ |
D | integer.inl | 37 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");
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D | integer.hpp | 84 GLM_FUNC_DECL vecType<int, P> iround(vecType<T, P> const & x);
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/external/swiftshader/src/Device/ |
D | PixelProcessor.cpp | 59 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()
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/external/skqp/tests/ |
D | MathTest.cpp | 299 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()
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/external/skia/tests/ |
D | MathTest.cpp | 339 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()
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/external/OpenCL-CTS/test_conformance/basic/ |
D | test_progvar.cpp | 966 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()
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/external/swiftshader/src/System/ |
D | Math.hpp | 81 inline int iround(float x) in iround() function
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/external/swiftshader/src/Common/ |
D | Math.hpp | 89 inline int iround(float x) in iround() function
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/external/swiftshader/src/Shader/ |
D | SamplerCore.cpp | 2088 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()
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/external/mesa3d/docs/relnotes/ |
D | 7.10.rst | 1814 - 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.
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