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Searched refs:vec2 (Results 1 – 25 of 34) sorted by relevance

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/frameworks/native/libs/renderengine/gl/
DGLSkiaShadowPort.cpp230 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 …]
DGLShadowVertexGenerator.cpp69 void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position, in fillVertices()
78 Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount), in fillVertices()
DGLESRenderEngine.cpp634 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()
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DGLShadowVertexGenerator.h47 void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
DGLSkiaShadowPort.h74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
/frameworks/av/media/libstagefright/renderfright/gl/
DGLSkiaShadowPort.cpp230 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 …]
DGLShadowVertexGenerator.cpp69 void GLShadowVertexGenerator::fillVertices(Mesh::VertexArray<vec2>& position, in fillVertices()
78 Mesh::VertexArray<vec2>(position, mAmbientShadowVertexCount), in fillVertices()
DGLESRenderEngine.cpp573 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 …]
DGLShadowVertexGenerator.h47 void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
DGLSkiaShadowPort.h74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
Dnumeric.h67 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()
Dtypes.h24 using vec2 = vec2f; variable
/frameworks/base/core/res/res/raw/
Dcolor_fade_vert.vert3 attribute vec2 position;
4 attribute vec2 uv;
5 varying vec2 UV;
Dcolor_fade_frag.frag7 varying vec2 UV;
/frameworks/native/libs/ui/
DTransform.cpp225 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()
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/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/
DQuaternion.java55 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()
/frameworks/base/packages/SystemUI/res/raw/
Dimage_wallpaper_vertex_shader.glsl2 attribute vec2 aTextureCoordinates;
3 varying vec2 vTextureCoordinates;
Dimage_wallpaper_fragment_shader.glsl6 varying vec2 vTextureCoordinates;
/frameworks/rs/tests/java_api/Balls/src/com/example/android/rs/balls/
Dball_physics.rscript60 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);
/frameworks/native/include/ui/
DTransform.h93 vec2 transform(float x, float y) const;
102 vec2 transform(const vec2& v) const;
/frameworks/native/libs/ui/include/ui/
DTransform.h93 vec2 transform(float x, float y) const;
102 vec2 transform(const vec2& v) const;
/frameworks/native/libs/ui/include_vndk/ui/
DTransform.h93 vec2 transform(float x, float y) const;
102 vec2 transform(const vec2& v) const;
/frameworks/native/libs/math/tests/
Dmat_test.cpp304 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()
/frameworks/native/libs/input/
DInput.cpp59 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()
/frameworks/native/libs/math/include/math/
Dvec2.h112 typedef details::TVec2<float> vec2; typedef

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