/frameworks/native/libs/renderengine/gl/ |
D | GLSkiaShadowPort.cpp | 232 Mesh::VertexArray<vec3>& shadowParams) { in fillInCircleVerts() 251 shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection); in fillInCircleVerts() 256 shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection); in fillInCircleVerts() 261 shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection); in fillInCircleVerts() 266 shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection); in fillInCircleVerts() 271 shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection); in fillInCircleVerts() 276 shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection); in fillInCircleVerts() 281 shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection); in fillInCircleVerts() 286 shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection); in fillInCircleVerts() 299 shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection); in fillInCircleVerts() [all …]
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D | GLShadowVertexGenerator.cpp | 33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator() 71 Mesh::VertexArray<vec3>& params) const { in fillVertices() 80 Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount)); in fillVertices()
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D | GLShadowVertexGenerator.h | 42 const vec4& spotColor, const vec3& lightPosition, float lightRadius); 48 Mesh::VertexArray<vec3>& params) const;
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D | GLSkiaShadowPort.h | 62 const vec3& lightPosition, float lightRadius); 75 Mesh::VertexArray<vec3> shadowParams);
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/frameworks/av/media/libstagefright/renderfright/gl/ |
D | GLSkiaShadowPort.cpp | 232 Mesh::VertexArray<vec3>& shadowParams) { in fillInCircleVerts() 251 shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection); in fillInCircleVerts() 256 shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection); in fillInCircleVerts() 261 shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection); in fillInCircleVerts() 266 shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection); in fillInCircleVerts() 271 shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection); in fillInCircleVerts() 276 shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection); in fillInCircleVerts() 281 shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection); in fillInCircleVerts() 286 shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection); in fillInCircleVerts() 299 shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection); in fillInCircleVerts() [all …]
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D | GLShadowVertexGenerator.cpp | 33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator() 71 Mesh::VertexArray<vec3>& params) const { in fillVertices() 80 Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount)); in fillVertices()
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D | GLShadowVertexGenerator.h | 42 const vec4& spotColor, const vec3& lightPosition, float lightRadius); 48 Mesh::VertexArray<vec3>& params) const;
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D | GLSkiaShadowPort.h | 62 const vec3& lightPosition, float lightRadius); 75 Mesh::VertexArray<vec3> shadowParams);
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/frameworks/native/libs/math/tests/ |
D | vec_test.cpp | 33 vec3& v3(v4.xyz); in TEST_F() 36 EXPECT_EQ(sizeof(vec3), sizeof(float)*3); in TEST_F() 72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F() 106 v0.xyz = vec3(1, 2, 3); in TEST_F() 238 vec3 east(1, 0, 0); in TEST_F() 239 vec3 north(0, 1, 0); in TEST_F() 240 vec3 up(cross(east, north)); in TEST_F() 241 EXPECT_EQ(up, vec3(0, 0, 1)); in TEST_F() 246 vec3 v0(1, 2, 3); in TEST_F() 247 vec3 vn(normalize(v0)); in TEST_F() [all …]
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D | mat_test.cpp | 202 mat3 m2(vec3(2)); in TEST_F() 213 mat3 m2(vec3(2)); in TEST_F() 236 EXPECT_EQ(mat3(vec3(-1, 0, 0), in TEST_F() 237 vec3(0, -1, 0), in TEST_F() 238 vec3(0, 0, -1)), m0); in TEST_F() 249 mat3 m1(vec3(1, 2, 3), vec3(4, 5, 6), vec3(7, 8, 9)); in TEST_F() 250 mat3 m2(vec3(1, 4, 7), vec3(2, 5, 8), vec3(3, 6, 9)); in TEST_F() 253 EXPECT_EQ(vec3(1, 5, 9), diag(m1)); in TEST_F() 257 mat3 m3(vec3(4, 3, 0), vec3(3, 2, 0), vec3(0, 0, 1)); in TEST_F()
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/frameworks/native/include/ui/ |
D | Transform.h | 73 const vec3& operator [] (size_t i) const; // returns column i 103 vec3 transform(const vec3& v) const; 119 vec3 v[3]; 120 inline const vec3& operator [] (size_t i) const { return v[i]; } 121 inline vec3& operator [] (size_t i) { return v[i]; }
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/frameworks/native/libs/ui/include/ui/ |
D | Transform.h | 73 const vec3& operator [] (size_t i) const; // returns column i 103 vec3 transform(const vec3& v) const; 119 vec3 v[3]; 120 inline const vec3& operator [] (size_t i) const { return v[i]; } 121 inline vec3& operator [] (size_t i) { return v[i]; }
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/frameworks/native/libs/ui/include_vndk/ui/ |
D | Transform.h | 73 const vec3& operator [] (size_t i) const; // returns column i 103 vec3 transform(const vec3& v) const; 119 vec3 v[3]; 120 inline const vec3& operator [] (size_t i) const { return v[i]; } 121 inline vec3& operator [] (size_t i) { return v[i]; }
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/frameworks/native/services/surfaceflinger/Effects/ |
D | Daltonizer.cpp | 83 const vec3& lms_r(rgb2lms[0].rgb); in update() 85 const vec3& lms_b(rgb2lms[2].rgb); in update() 87 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update() 92 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia in update() 93 const vec3 p1 = cross(lms_w, lms_r); // tritanopia in update()
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/frameworks/base/core/res/res/raw/ |
D | color_fade_frag.frag | 12 vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
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/frameworks/native/services/surfaceflinger/tests/ |
D | BufferGeneratorShader.h | 347 static const android::vec3 SPHERICAL_HARMONICS[4] =
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D | LayerRenderTypeTransaction_test.cpp | 671 const ubyte3 expected((vec3(color) * alpha + vec3(1.0f, 0.0f, 0.0f) * (1.0f - alpha)) * 255.0f); in TEST_P() 697 const ubyte3 expected((vec3(color) * alpha + vec3(1.0f, 0.0f, 0.0f) * (1.0f - alpha)) * 255.0f); in TEST_P() 1498 Transaction().setColor(colorLayer, color).setColorTransform(colorLayer, matrix, vec3()).apply(); in TEST_P() 1558 .setColorTransform(parentLayer, matrix, vec3()) in TEST_P() 1630 .setColorTransform(parentLayer, matrixParent, vec3()) in TEST_P() 1631 .setColorTransform(colorLayer, matrixChild, vec3()) in TEST_P()
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/frameworks/native/libs/ui/ |
D | Transform.cpp | 109 const vec3& Transform::operator [] (size_t i) const { in operator []() 148 vec3& v(mMatrix[i]); in reset() 233 vec3 Transform::transform(const vec3& v) const { in transform() 234 vec3 r; in transform()
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/frameworks/av/media/libstagefright/renderfright/include/renderengine/ |
D | LayerSettings.h | 116 vec3 lightPos = vec3();
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | types.h | 29 using vec3 = vec3f; variable
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D | numeric.h | 160 inline mat4 TranslationMatrix(const vec3& translation) { in TranslationMatrix()
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/frameworks/native/libs/renderengine/include/renderengine/ |
D | LayerSettings.h | 121 vec3 lightPos = vec3();
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/frameworks/native/libs/math/include/math/ |
D | vec3.h | 118 typedef details::TVec3<float> vec3; typedef
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/frameworks/native/libs/renderengine/skia/ |
D | SkiaGLRenderEngine.h | 98 inline SkPoint3 getSkPoint3(const vec3& vector);
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/frameworks/av/media/codecs/m4v_h263/enc/src/ |
D | vlc_encode.cpp | 2544 Int vec1, vec2, vec3; in find_pmvs() local 2574 vec3 = 3 ; in find_pmvs() 2586 vec3 = 3 ; in find_pmvs() 2598 vec3 = 3 ; in find_pmvs() 2610 vec3 = 2 ; in find_pmvs() 2622 vec3 = 2 ; in find_pmvs() 2705 p3x = motdata[yin3*nMBPerRow+xin3][vec3].x; in find_pmvs() 2706 p3y = motdata[yin3*nMBPerRow+xin3][vec3].y; in find_pmvs()
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