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Searched refs:LTRB (Results 1 – 4 of 4) sorted by relevance

/external/skia/src/gpu/graphite/geom/
DEdgeAAQuad.h66 Rect p0p1 = Rect::LTRB(skvx::shuffle<0,2,1,3>(skvx::float4(fXs.lo, fYs.lo))).makeSorted(); in bounds()
67 Rect p2p3 = Rect::LTRB(skvx::shuffle<0,2,1,3>(skvx::float4(fXs.hi, fYs.hi))).makeSorted(); in bounds()
DRect.h36 AI static Rect LTRB(float4 ltrb) { in LTRB() function
/external/skia/src/sksl/
DREADME.md54 be LTRB (meaning "left/top/right/bottom", for when we store rectangles in
Dsksl_graphite_frag.sksl863 // for all four corners of a [round] rectangle. 'edgeDists' should be ordered LTRB with positive