/frameworks/support/renderscript/v8/rs_support/ |
D | rsMatrix4x4.cpp | 272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument 276 m[10]= -2.f / (far - near); in loadOrtho() 279 m[14]= -(far + near) / (far - near); in loadOrtho() 282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far… in loadFrustum() argument 288 m[10]= -(far + near) / (far - near); in loadFrustum() 290 m[14]= -2.f * far * near / (far - near); in loadFrustum() 294 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument 299 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
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D | rsRuntime.h | 132 float bottom, float top, float near, float far); 134 float bottom, float top, float near, float far); 135 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
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D | rsMatrix4x4.h | 49 void loadPerspective(float fovy, float aspect, float near, float far);
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/frameworks/rs/ |
D | rsMatrix4x4.cpp | 272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument 276 m[10]= -2.f / (far - near); in loadOrtho() 279 m[14]= -(far + near) / (far - near); in loadOrtho() 282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far… in loadFrustum() argument 288 m[10]= -(far + near) / (far - near); in loadFrustum() 290 m[14]= -2.f * far * near / (far - near); in loadFrustum() 294 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument 299 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
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D | rsRuntime.h | 190 float bottom, float top, float near, float far); 192 float bottom, float top, float near, float far); 193 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
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D | rsMatrix4x4.h | 49 void loadPerspective(float fovy, float aspect, float near, float far);
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/frameworks/rs/scriptc/ |
D | rs_math.rsh | 99 * @param far plane 105 float4 *near, float4 *far) { 132 far->x = viewProj->m[3] - viewProj->m[2]; 133 far->y = viewProj->m[7] - viewProj->m[6]; 134 far->z = viewProj->m[11] - viewProj->m[10]; 135 far->w = viewProj->m[15] - viewProj->m[14]; 147 len = length(far->xyz); 148 *far /= len; 159 * @param far plane 165 float4 *near, float4 *far) { [all …]
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D | rs_matrix.rsh | 240 * @param far 243 …oadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far); 254 * @param far 257 …dFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far); 266 * @param far 269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
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/frameworks/support/renderscript/v8/rs_support/scriptc/ |
D | rs_math.rsh | 99 * @param far plane 105 float4 *near, float4 *far) { 132 far->x = viewProj->m[3] - viewProj->m[2]; 133 far->y = viewProj->m[7] - viewProj->m[6]; 134 far->z = viewProj->m[11] - viewProj->m[10]; 135 far->w = viewProj->m[15] - viewProj->m[14]; 147 len = length(far->xyz); 148 *far /= len; 159 * @param far plane 165 float4 *near, float4 *far) { [all …]
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D | rs_matrix.rsh | 240 * @param far 243 …oadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far); 254 * @param far 257 …dFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far); 266 * @param far 269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
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/frameworks/base/opengl/java/android/opengl/ |
D | Matrix.java | 264 float near, float far) { in orthoM() argument 271 if (near == far) { in orthoM() 277 final float r_depth = 1.0f / (far - near); in orthoM() 283 final float tz = -(far + near) * r_depth; in orthoM() 317 float near, float far) { in frustumM() argument 324 if (near == far) { in frustumM() 330 if (far <= 0.0f) { in frustumM() 335 final float r_depth = 1.0f / (near - far); in frustumM() 340 final float C = (far + near) * r_depth; in frustumM() 341 final float D = 2.0f * (far * near * r_depth); in frustumM()
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D | GLErrorWrapper.java | 231 public void glDepthRangef(float near, float far) { in glDepthRangef() argument 233 mgl.glDepthRangef(near, far); in glDepthRangef() 237 public void glDepthRangex(int near, int far) { in glDepthRangex() argument 239 mgl.glDepthRangex(near, far); in glDepthRangex() 334 float near, float far) { in glFrustumf() argument 336 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf() 341 int far) { in glFrustumx() argument 343 mgl.glFrustumx(left, right, bottom, top, near, far); in glFrustumx() 608 float near, float far) { in glOrthof() argument 610 mgl.glOrthof(left, right, bottom, top, near, far); in glOrthof() [all …]
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D | GLLogWrapper.java | 1461 public void glDepthRangef(float near, float far) { in glDepthRangef() argument 1464 arg("far", far); in glDepthRangef() 1467 mgl.glDepthRangef(near, far); in glDepthRangef() 1471 public void glDepthRangex(int near, int far) { in glDepthRangex() argument 1474 arg("far", far); in glDepthRangex() 1477 mgl.glDepthRangex(near, far); in glDepthRangex() 1667 float near, float far) { in glFrustumf() argument 1674 arg("far", far); in glFrustumf() 1677 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf() 1682 int far) { in glFrustumx() argument [all …]
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/frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/ |
D | Camera.java | 42 mData.far = 1000.0f; in Camera() 71 mData.far = f; in setFar()
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D | camera.rs | 31 rsMatrixLoadPerspective(&cam->proj, cam->horizontalFOV, cam->aspect, cam->near, cam->far);
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D | scenegraph_objects.rsh | 154 float far; 229 rsDebug("Far: ", cam->far);
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D | ColladaParser.java | 463 float far = getFloat(camera, "zfar"); in convertCamera() local 468 sceneCamera.setFar(far); in convertCamera()
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/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/ |
D | depth_fs.glsl | 4 // Near and far planes from the projection
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/frameworks/base/libs/hwui/ |
D | Matrix.cpp | 289 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument 294 data[kScaleZ] = -2.0f / (far - near); in loadOrtho() 297 data[kTranslateZ] = -(far + near) / (far - near); in loadOrtho()
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D | Matrix.h | 81 void loadOrtho(float left, float right, float bottom, float top, float near, float far);
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/frameworks/base/docs/html/guide/topics/sensors/ |
D | sensors_position.jd | 127 representing near and far.</p> 254 <p>The proximity sensor lets you determine how far away an object is from a device. The following 265 <p>The proximity sensor is usually used to determine how far away a person's head is from the face 268 far values. The following code shows you how to use the proximity sensor:</p> 314 "near" or "far." In this case, the sensor usually reports its maximum range value in the far state 315 and a lesser value in the near state. Typically, the far value is a value > 5 cm, but this can vary
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/frameworks/base/graphics/java/android/renderscript/ |
D | Matrix4f.java | 311 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument 316 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
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/frameworks/support/renderscript/v8/java/src/android/support/v8/renderscript/ |
D | Matrix4f.java | 311 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument 316 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
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/frameworks/rs/driver/ |
D | rsdRuntimeMath.cpp | 208 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far)… in SC_MatrixLoadPerspective() argument 209 m->loadPerspective(fovy, aspect, near, far); in SC_MatrixLoadPerspective()
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/frameworks/support/renderscript/v8/rs_support/driver/ |
D | rsdRuntimeMath.cpp | 211 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far)… in SC_MatrixLoadPerspective() argument 212 m->loadPerspective(fovy, aspect, near, far); in SC_MatrixLoadPerspective()
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