/frameworks/native/libs/renderengine/gl/ |
D | GLSkiaShadowPort.cpp | 230 Mesh::VertexArray<vec2>& position, in fillInCircleVerts() 244 vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f); in fillInCircleVerts() 249 position[vertexCount] = center + vec2(-octOffset * halfWidth, -halfWidth); in fillInCircleVerts() 254 position[vertexCount] = center + vec2(octOffset * halfWidth, -halfWidth); in fillInCircleVerts() 259 position[vertexCount] = center + vec2(halfWidth, -octOffset * halfWidth); in fillInCircleVerts() 264 position[vertexCount] = center + vec2(halfWidth, octOffset * halfWidth); in fillInCircleVerts() 269 position[vertexCount] = center + vec2(octOffset * halfWidth, halfWidth); in fillInCircleVerts() 274 position[vertexCount] = center + vec2(-octOffset * halfWidth, halfWidth); in fillInCircleVerts() 279 position[vertexCount] = center + vec2(-halfWidth, octOffset * halfWidth); in fillInCircleVerts() 284 position[vertexCount] = center + vec2(-halfWidth, -octOffset * halfWidth); in fillInCircleVerts() [all …]
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D | GLShadowVertexGenerator.cpp | 69 void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position, in fillVertices() 78 Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount), in fillVertices()
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D | GLESRenderEngine.cpp | 634 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in fillRegionWithColor() 846 Mesh::VertexArray<vec2> cropCoords(mesh.getCropCoordArray<vec2>()); in setupLayerCropping() 847 cropCoords[0] = vec2(cropWin.left, cropWin.top); in setupLayerCropping() 848 cropCoords[1] = vec2(cropWin.left, cropWin.top + cropWin.getHeight()); in setupLayerCropping() 849 cropCoords[2] = vec2(cropWin.right, cropWin.top + cropWin.getHeight()); in setupLayerCropping() 850 cropCoords[3] = vec2(cropWin.right, cropWin.top); in setupLayerCropping() 1220 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in drawLayers() 1221 position[0] = vec2(bounds.left, bounds.top); in drawLayers() 1222 position[1] = vec2(bounds.left, bounds.bottom); in drawLayers() 1223 position[2] = vec2(bounds.right, bounds.bottom); in drawLayers() [all …]
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D | GLShadowVertexGenerator.h | 47 void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
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D | GLSkiaShadowPort.h | 74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
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/frameworks/av/media/libstagefright/renderfright/gl/ |
D | GLSkiaShadowPort.cpp | 230 Mesh::VertexArray<vec2>& position, in fillInCircleVerts() 244 vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f); in fillInCircleVerts() 249 position[vertexCount] = center + vec2(-octOffset * halfWidth, -halfWidth); in fillInCircleVerts() 254 position[vertexCount] = center + vec2(octOffset * halfWidth, -halfWidth); in fillInCircleVerts() 259 position[vertexCount] = center + vec2(halfWidth, -octOffset * halfWidth); in fillInCircleVerts() 264 position[vertexCount] = center + vec2(halfWidth, octOffset * halfWidth); in fillInCircleVerts() 269 position[vertexCount] = center + vec2(octOffset * halfWidth, halfWidth); in fillInCircleVerts() 274 position[vertexCount] = center + vec2(-octOffset * halfWidth, halfWidth); in fillInCircleVerts() 279 position[vertexCount] = center + vec2(-halfWidth, octOffset * halfWidth); in fillInCircleVerts() 284 position[vertexCount] = center + vec2(-halfWidth, -octOffset * halfWidth); in fillInCircleVerts() [all …]
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D | GLShadowVertexGenerator.cpp | 69 void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position, in fillVertices() 78 Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount), in fillVertices()
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D | GLESRenderEngine.cpp | 573 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in fillRegionWithColor() 781 Mesh::VertexArray<vec2> cropCoords(mesh.getCropCoordArray<vec2>()); in setupLayerCropping() 782 cropCoords[0] = vec2(cropWin.left, cropWin.top); in setupLayerCropping() 783 cropCoords[1] = vec2(cropWin.left, cropWin.top + cropWin.getHeight()); in setupLayerCropping() 784 cropCoords[2] = vec2(cropWin.right, cropWin.top + cropWin.getHeight()); in setupLayerCropping() 785 cropCoords[3] = vec2(cropWin.right, cropWin.top); in setupLayerCropping() 1152 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); in drawLayers() 1153 position[0] = vec2(bounds.left, bounds.top); in drawLayers() 1154 position[1] = vec2(bounds.left, bounds.bottom); in drawLayers() 1155 position[2] = vec2(bounds.right, bounds.bottom); in drawLayers() [all …]
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D | GLShadowVertexGenerator.h | 47 void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
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D | GLSkiaShadowPort.h | 74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | numeric.h | 67 static inline vec2i Round(const vec2& v) { in Round() 83 static inline vec2 MapPoint(const vec2& pt, const R1& from, const R2& to) { in MapPoint() 84 vec2 normalized((pt - vec2(from.p1)).array() / vec2(from.GetSize()).array()); in MapPoint() 85 return (normalized * vec2(to.GetSize())) + vec2(to.p1); in MapPoint() 152 inline mat3 ScaleMatrix(const vec2& scale_xy) { in ScaleMatrix() 156 inline mat3 TranslationMatrix(const vec2& translation) { in TranslationMatrix() 164 inline vec2 TransformPoint(const mat3& m, const vec2& p) { in TransformPoint() 168 inline vec2 TransformVector(const mat3& m, const vec2& p) { in TransformVector()
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D | types.h | 24 using vec2 = vec2f; variable
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/frameworks/base/core/res/res/raw/ |
D | color_fade_vert.vert | 3 attribute vec2 position; 4 attribute vec2 uv; 5 varying vec2 UV;
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D | color_fade_frag.frag | 7 varying vec2 UV;
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/frameworks/native/libs/ui/ |
D | Transform.cpp | 225 vec2 Transform::transform(const vec2& v) const { in transform() 226 vec2 r; in transform() 242 vec2 Transform::transform(float x, float y) const { in transform() 243 return transform(vec2(x, y)); in transform() 252 vec2 lt( bounds.left, bounds.top ); in transform() 253 vec2 rt( bounds.right, bounds.top ); in transform() 254 vec2 lb( bounds.left, bounds.bottom ); in transform() 255 vec2 rb( bounds.right, bounds.bottom ); in transform() 278 vec2 lt(bounds.left, bounds.top); in transform() 279 vec2 rt(bounds.right, bounds.top); in transform() [all …]
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/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/ |
D | Quaternion.java | 55 double[] vec2 = normal(v2); in set() local 56 double[] axis = normal(cross(vec1, vec2)); in set() 57 double angle = Math.acos(dot(vec1, vec2)); in set() 63 double[] vec2 = normal(v2); in calcAngle() local 64 return Math.acos(Math.min(dot(vec1, vec2), 1)); in calcAngle() 69 double[] vec2 = normal(v2); in calcAxis() local 70 return normal(cross(vec1, vec2)); in calcAxis()
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/frameworks/base/packages/SystemUI/res/raw/ |
D | image_wallpaper_vertex_shader.glsl | 2 attribute vec2 aTextureCoordinates; 3 varying vec2 vTextureCoordinates;
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D | image_wallpaper_fragment_shader.glsl | 6 varying vec2 vTextureCoordinates;
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/frameworks/rs/tests/java_api/Balls/src/com/example/android/rs/balls/ |
D | ball_physics.rscript | 60 float2 vec2 = vec * vec; 61 float len2 = vec2.x + vec2.y; 79 float2 vec2 = vec * vec; 80 float len2 = max(2.f, vec2.x + vec2.y);
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/frameworks/native/include/ui/ |
D | Transform.h | 93 vec2 transform(float x, float y) const; 102 vec2 transform(const vec2& v) const;
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/frameworks/native/libs/ui/include/ui/ |
D | Transform.h | 93 vec2 transform(float x, float y) const; 102 vec2 transform(const vec2& v) const;
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/frameworks/native/libs/ui/include_vndk/ui/ |
D | Transform.h | 93 vec2 transform(float x, float y) const; 102 vec2 transform(const vec2& v) const;
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/frameworks/native/libs/math/tests/ |
D | mat_test.cpp | 304 mat2 m2(vec2(2)); in TEST_F() 315 mat2 m2(vec2(2)); in TEST_F() 338 EXPECT_EQ(mat2(vec2(-1, 0), in TEST_F() 339 vec2(0, -1)), m0); in TEST_F() 350 mat2 m1(vec2(1, 2), vec2(3, 4)); in TEST_F() 351 mat2 m2(vec2(1, 3), vec2(2, 4)); in TEST_F() 354 EXPECT_EQ(vec2(1, 4), diag(m1)); in TEST_F()
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/frameworks/native/libs/input/ |
D | Input.cpp | 59 vec2 transformedPoint = transform.transform(x, y); in transformAngle() 63 const vec2 origin = transform.transform(0, 0); in transformAngle() 81 vec2 rotatePoint(const ui::Transform& transform, float x, float y, int32_t displayWidth = 0, in rotatePoint() 90 vec2 xy(x, y); in rotatePoint() 382 const vec2 xy = transform.transform(getXYValue()); in transform() 482 vec2 vals = mTransform.transform(getRawXCursorPosition(), getRawYCursorPosition()); in getXCursorPosition() 487 vec2 vals = mTransform.transform(getRawXCursorPosition(), getRawYCursorPosition()); in getYCursorPosition() 493 vec2 vals = inverse.transform(x, y); in setCursorPosition() 524 const vec2 xy = rotatePoint(mTransform, coords->getX(), coords->getY(), mDisplayWidth, in getHistoricalRawAxisValue() 538 const vec2 xy = mTransform.transform(coords->getXYValue()); in getHistoricalAxisValue()
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/frameworks/native/libs/math/include/math/ |
D | vec2.h | 112 typedef details::TVec2<float> vec2; typedef
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