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Searched refs:near (Results 1 – 25 of 26) sorted by relevance

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/frameworks/rs/tests/java_api/Refocus/src/com/android/rs/test/image/
DRangeLinearDepthTransform.java15 private final float near; field in RangeLinearDepthTransform
18 public RangeLinearDepthTransform(float near, float far) { in RangeLinearDepthTransform() argument
19 this.near = near; in RangeLinearDepthTransform()
25 return near; in getNear()
41 (int) ((value - near) / (far - near) * 255f))); in quantize()
46 return near + (far - near) * Math.max(0, Math.min(255, value)) / 255f; in reconstruct()
DRangeInverseDepthTransform.java14 private final float near; field in RangeInverseDepthTransform
17 public RangeInverseDepthTransform(float near, float far) { in RangeInverseDepthTransform() argument
18 this.near = near; in RangeInverseDepthTransform()
24 return near; in getNear()
40 (int) ((far - near * far / value) / (far - near) * 255f))); in quantize()
45 return (far * near) / (far - (far - near) * in reconstruct()
/frameworks/av/services/camera/libcameraservice/common/
DDepthPhotoProcessor.cpp239 std::vector<float> *confidence /*out*/, float *near /*out*/, float *far /*out*/) { in unpackDepth16() argument
256 if (*near > point) { in unpackDepth16()
257 *near = point; in unpackDepth16()
266 std::vector<float> *confidence /*out*/, float *near /*out*/, float *far /*out*/) { in rotate0AndUnpack() argument
270 confidence, near, far); in rotate0AndUnpack()
278 std::vector<float> *confidence /*out*/, float *near /*out*/, float *far /*out*/) { in rotate90AndUnpack() argument
282 confidence, near, far); in rotate90AndUnpack()
289 std::vector<float> *confidence /*out*/, float *near /*out*/, float *far /*out*/) { in rotate180AndUnpack() argument
293 confidence, near, far); in rotate180AndUnpack()
301 std::vector<float> *confidence /*out*/, float *near /*out*/, float *far /*out*/) { in rotate270AndUnpack() argument
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/frameworks/rs/tests/java_api/Refocus/src/com/android/rs/test/
DDepthImage.java41 public DepthImage(String format, double far, double near, in DepthImage() argument
48 mNear = near; in DepthImage()
79 double near = 12.0; in createFromDepthmap() local
81 DepthTransform transform = new RangeInverseDepthTransform((float)near, (float)far); in createFromDepthmap()
84 near, in createFromDepthmap()
129 final float near = minMax.min; in createFromPFM() local
131 DepthTransform transform = new RangeInverseDepthTransform(near, far); in createFromPFM()
157 near, in createFromPFM()
Dlayered_filter_fast_d1new.rscript153 // Marks pixels near the boundary of active pixels to compute matte later.
213 // Marks pixels near the boundary of active pixels to compute matte later.
/frameworks/rs/
DrsMatrix4x4.cpp276 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
280 m[10]= -2.f / (far - near); in loadOrtho()
283 m[14]= -(far + near) / (far - near); in loadOrtho()
286 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far… in loadFrustum() argument
288 m[0] = 2.f * near / (right - left); in loadFrustum()
289 m[5] = 2.f * near / (top - bottom); in loadFrustum()
292 m[10]= -(far + near) / (far - near); in loadFrustum()
294 m[14]= -2.f * far * near / (far - near); in loadFrustum()
298 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
299 float top = near * tan((float) (fovy * M_PI / 360.0f)); in loadPerspective()
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DrsRuntime.h211 float bottom, float top, float near, float far);
213 float bottom, float top, float near, float far);
214 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
DrsMatrix4x4.h49 void loadPerspective(float fovy, float aspect, float near, float far);
/frameworks/native/libs/math/include/math/
Dmat4.h277 static CONSTEXPR TMat44 ortho(T left, T right, T bottom, T top, T near, T far);
279 static CONSTEXPR TMat44 frustum(T left, T right, T bottom, T top, T near, T far);
285 …static CONSTEXPR TMat44 perspective(T fov, T aspect, T near, T far, Fov direction = Fov::VERTICAL);
447 CONSTEXPR TMat44<T> TMat44<T>::ortho(T left, T right, T bottom, T top, T near, T far) { in ortho() argument
451 m[2][2] = -2 / (far - near); in ortho()
454 m[3][2] = -(far + near) / (far - near); in ortho()
459 CONSTEXPR TMat44<T> TMat44<T>::frustum(T left, T right, T bottom, T top, T near, T far) { in frustum() argument
461 m[0][0] = (2 * near) / (right - left); in frustum()
462 m[1][1] = (2 * near) / (top - bottom); in frustum()
465 m[2][2] = -(far + near) / (far - near); in frustum()
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/frameworks/base/opengl/java/android/opengl/
DMatrix.java271 float near, float far) { in orthoM() argument
278 if (near == far) { in orthoM()
284 final float r_depth = 1.0f / (far - near); in orthoM()
290 final float tz = -(far + near) * r_depth; in orthoM()
325 float near, float far) { in frustumM() argument
332 if (near == far) { in frustumM()
335 if (near <= 0.0f) { in frustumM()
343 final float r_depth = 1.0f / (near - far); in frustumM()
344 final float x = 2.0f * (near * r_width); in frustumM()
345 final float y = 2.0f * (near * r_height); in frustumM()
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DGLErrorWrapper.java231 public void glDepthRangef(float near, float far) { in glDepthRangef() argument
233 mgl.glDepthRangef(near, far); in glDepthRangef()
237 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
239 mgl.glDepthRangex(near, far); in glDepthRangex()
334 float near, float far) { in glFrustumf() argument
336 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
340 public void glFrustumx(int left, int right, int bottom, int top, int near, in glFrustumx() argument
343 mgl.glFrustumx(left, right, bottom, top, near, far); in glFrustumx()
608 float near, float far) { in glOrthof() argument
610 mgl.glOrthof(left, right, bottom, top, near, far); in glOrthof()
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DGLLogWrapper.java1461 public void glDepthRangef(float near, float far) { in glDepthRangef() argument
1463 arg("near", near); in glDepthRangef()
1467 mgl.glDepthRangef(near, far); in glDepthRangef()
1471 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
1473 arg("near", near); in glDepthRangex()
1477 mgl.glDepthRangex(near, far); in glDepthRangex()
1667 float near, float far) { in glFrustumf() argument
1673 arg("near", near); in glFrustumf()
1677 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
1681 public void glFrustumx(int left, int right, int bottom, int top, int near, in glFrustumx() argument
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/frameworks/rs/script_api/
Drs_matrix.spec56 arg: float4* near, "Near plane."
83 near->x = viewProj->m[3] + viewProj->m[2];
84 near->y = viewProj->m[7] + viewProj->m[6];
85 near->z = viewProj->m[11] + viewProj->m[10];
86 near->w = viewProj->m[15] + viewProj->m[14];
101 len = length(near->xyz);
102 *near /= len;
117 arg: float4* near
131 arg: float4* near, "Near plane."
153 distToCenter = dot(near->xyz, sphere->xyz) + near->w;
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/frameworks/rs/driver/runtime/
Drs_matrix.c322 float4* bottom, float4* near, float4* far) { in rsExtractFrustumPlanes() argument
344 near->x = viewProj->m[3] + viewProj->m[2]; in rsExtractFrustumPlanes()
345 near->y = viewProj->m[7] + viewProj->m[6]; in rsExtractFrustumPlanes()
346 near->z = viewProj->m[11] + viewProj->m[10]; in rsExtractFrustumPlanes()
347 near->w = viewProj->m[15] + viewProj->m[14]; in rsExtractFrustumPlanes()
362 len = length(near->xyz); in rsExtractFrustumPlanes()
363 *near /= len; in rsExtractFrustumPlanes()
370 float4* near, float4* far) { in rsIsSphereInFrustum() argument
387 distToCenter = dot(near->xyz, sphere->xyz) + near->w; in rsIsSphereInFrustum()
/frameworks/base/packages/SystemUI/src/com/android/systemui/classifier/
DProximityClassifier.java151 private void update(boolean near, long timeStampNs) { in update() argument
157 if (near) { in update()
162 mNear = near; in update()
/frameworks/rs/script_api/include/
Drs_matrix.rsh64 * near: Near plane.
70 float4* bottom, float4* near, float4* far) {
92 near->x = viewProj->m[3] + viewProj->m[2];
93 near->y = viewProj->m[7] + viewProj->m[6];
94 near->z = viewProj->m[11] + viewProj->m[10];
95 near->w = viewProj->m[15] + viewProj->m[14];
110 len = length(near->xyz);
111 *near /= len;
120 float4* bottom, float4* near, float4* far);
134 * near: Near plane.
[all …]
/frameworks/rs/cpu_ref/
DrsCpuRuntimeMath.cpp80 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far)… in SC_MatrixLoadPerspective() argument
81 m->loadPerspective(fovy, aspect, near, far); in SC_MatrixLoadPerspective()
186 float fovy, float aspect, float near, float far) { in rsMatrixLoadPerspective() argument
187 SC_MatrixLoadPerspective((Matrix4x4 *) m, fovy, aspect, near, far); in rsMatrixLoadPerspective()
/frameworks/base/packages/SystemUI/src/com/android/systemui/doze/
DDozeTriggers.java255 mProxCheck.check(PROXIMITY_TIMEOUT_DELAY_MS, near -> { in proximityCheckThenCall()
258 near == null ? false : near, in proximityCheckThenCall()
261 callback.accept(near); in proximityCheckThenCall()
354 final boolean near = !far;
362 boolean ignoreTouch = near;
374 } else if (near && aod) {
DDozeLog.java237 public void traceProximityResult(boolean near, long millis, @Reason int reason) { in traceProximityResult() argument
238 mLogger.logProximityResult(near, millis, reason); in traceProximityResult()
239 mProxStats[reason][near ? 0 : 1].append(); in traceProximityResult()
/frameworks/rs/support/java/src/androidx/renderscript/
DMatrix4f.java315 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
316 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f)); in loadPerspective()
320 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
/frameworks/base/rs/java/android/renderscript/
DMatrix4f.java314 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
315 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f)); in loadPerspective()
319 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
/frameworks/base/libs/hwui/
DMatrix.cpp401 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
406 data[kScaleZ] = -2.0f / (far - near); in loadOrtho()
409 data[kTranslateZ] = -(far + near) / (far - near); in loadOrtho()
DMatrix.h120 void loadOrtho(float left, float right, float bottom, float top, float near, float far);
/frameworks/base/packages/SystemUI/docs/
Dmedia-controls.md43 …* Does some touch falsing (ignore flings, require drags to start near the thumb - otherwise users …
/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/
Dvr.rscript158 if (op != 0) { // near the surface "broken"

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