Searched refs:ax (Results 1 – 6 of 6) sorted by relevance
/frameworks/av/tools/resampler_tools/ |
D | fir.cpp | 44 double ax,ans,y; in I0() local 45 ax=fabs(x); in I0() 46 if (ax < 3.75) { in I0() 52 y=3.75/ax; in I0() 53 ans=(exp(ax)/sqrt(ax))*(0.39894228+y*(0.1328592e-1 in I0()
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/frameworks/base/libs/hwui/ |
D | PathTessellator.h | 104 float ax, float ay,
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D | SpotShadow.h | 84 static bool ccw(double ax, double ay, double bx, double by, double cx, double cy);
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D | PathTessellator.cpp | 1020 float ax, float ay, in recursiveQuadraticBezierVertices() argument 1025 float dx = bx - ax; in recursiveQuadraticBezierVertices() 1035 float acx = (ax + cx) * 0.5f; in recursiveQuadraticBezierVertices() 1044 recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy, in recursiveQuadraticBezierVertices()
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D | SpotShadow.cpp | 220 bool SpotShadow::ccw(double ax, double ay, double bx, double by, in ccw() argument 222 return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON; in ccw()
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D | OpenGLRenderer.cpp | 2127 int ax = i + (meshWidth + 1) * 2; 2128 int ay = ax + 1; 2137 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2144 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2146 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
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