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Searched refs:floatToNormalized (Results 1 – 9 of 9) sorted by relevance

/external/angle/src/image_util/
Dimageformats.cpp28 dst->L = gl::floatToNormalized<uint8_t>(src->red); in writeColor()
59 dst->R = gl::floatToNormalized<uint8_t>(src->red); in writeColor()
77 dst->A = gl::floatToNormalized<uint8_t>(src->alpha); in writeColor()
96 dst->L = gl::floatToNormalized<uint8_t>(src->red); in writeColor()
97 dst->A = gl::floatToNormalized<uint8_t>(src->alpha); in writeColor()
117 dst->L = gl::floatToNormalized<uint8_t>(src->red); in writeColor()
118 dst->A = gl::floatToNormalized<uint8_t>(src->alpha); in writeColor()
151 dst->R = gl::floatToNormalized<uint8_t>(src->red); in writeColor()
152 dst->G = gl::floatToNormalized<uint8_t>(src->green); in writeColor()
186 dst->R = gl::floatToNormalized<uint8_t>(src->red); in writeColor()
[all …]
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DImage9.cpp775 destPixels[x * 4 + 0] = gl::floatToNormalized<uint8_t>(b); in copyFromRTInternal()
776 destPixels[x * 4 + 1] = gl::floatToNormalized<uint8_t>(g); in copyFromRTInternal()
777 destPixels[x * 4 + 2] = gl::floatToNormalized<uint8_t>(r); in copyFromRTInternal()
778 destPixels[x * 4 + 3] = gl::floatToNormalized<uint8_t>(a); in copyFromRTInternal()
792 destPixels[x] = gl::floatToNormalized<uint8_t>(r); in copyFromRTInternal()
807 destPixels[x * 2 + 0] = gl::floatToNormalized<uint8_t>(r); in copyFromRTInternal()
808 destPixels[x * 2 + 1] = gl::floatToNormalized<uint8_t>(a); in copyFromRTInternal()
832 destPixels[x * 4 + 0] = gl::floatToNormalized<uint8_t>(b); in copyFromRTInternal()
833 destPixels[x * 4 + 1] = gl::floatToNormalized<uint8_t>(g); in copyFromRTInternal()
834 destPixels[x * 4 + 2] = gl::floatToNormalized<uint8_t>(r); in copyFromRTInternal()
[all …]
/external/angle/src/libANGLE/renderer/metal/shaders/
Dcopy_buffer.metal228 ushort dst = shiftData<5, 11>(floatToNormalized<5, ushort>(color.r)) |
229 shiftData<6, 5>(floatToNormalized<6, ushort>(color.g)) |
230 shiftData<5, 0>(floatToNormalized<5, ushort>(color.b));
249 ushort dst = shiftData<4, 12>(floatToNormalized<4, ushort>(color.r)) |
250 shiftData<4, 8>(floatToNormalized<4, ushort>(color.g)) |
251 shiftData<4, 4>(floatToNormalized<4, ushort>(color.b)) |
252 shiftData<4, 0>(floatToNormalized<4, ushort>(color.a));
272 ushort dst = shiftData<5, 11>(floatToNormalized<5, ushort>(color.r)) |
273 shiftData<5, 6>(floatToNormalized<5, ushort>(color.g)) |
274 shiftData<5, 1>(floatToNormalized<5, ushort>(color.b)) |
[all …]
Dcommon.h258 static inline T floatToNormalized(float input) in floatToNormalized() function
268 static inline T floatToNormalized(float input) in floatToNormalized() function
270 return floatToNormalized<sizeof(T) * 8, T>(input); in floatToNormalized()
Dmtl_internal_shaders_autogen.metal286 static inline T floatToNormalized(float input)
296 static inline T floatToNormalized(float input)
298 return floatToNormalized<sizeof(T) * 8, T>(input);
1851 ushort dst = shiftData<5, 11>(floatToNormalized<5, ushort>(color.r)) |
1852 shiftData<6, 5>(floatToNormalized<6, ushort>(color.g)) |
1853 shiftData<5, 0>(floatToNormalized<5, ushort>(color.b));
1872 ushort dst = shiftData<4, 12>(floatToNormalized<4, ushort>(color.r)) |
1873 shiftData<4, 8>(floatToNormalized<4, ushort>(color.g)) |
1874 shiftData<4, 4>(floatToNormalized<4, ushort>(color.b)) |
1875 shiftData<4, 0>(floatToNormalized<4, ushort>(color.a));
[all …]
/external/angle/src/common/
Dmathutil.h580 inline T floatToNormalized(float input) in floatToNormalized() function
594 inline T floatToNormalized(float input) in floatToNormalized() function
/external/angle/src/libANGLE/
Dqueryutils.cpp107 outParams[0] = floatToNormalized<GLint>(color.colorF.red); in ConvertFromColor()
108 outParams[1] = floatToNormalized<GLint>(color.colorF.green); in ConvertFromColor()
109 outParams[2] = floatToNormalized<GLint>(color.colorF.blue); in ConvertFromColor()
110 outParams[3] = floatToNormalized<GLint>(color.colorF.alpha); in ConvertFromColor()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DBlit11.cpp173 uint32_t convertedDepth = gl::floatToNormalized<16, uint32_t>(source[0]); in LoadDepth16()
179 uint32_t convertedDepth = gl::floatToNormalized<24, uint32_t>(source[0]); in LoadDepth24()
/external/angle/src/libANGLE/renderer/metal/
DTextureMtl.mm177 *dst = gl::floatToNormalized<24, uint32_t>(static_cast<float>(src->depth));