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Searched refs:uv (Results 1 – 25 of 58) sorted by relevance

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/external/eigen/test/
DdenseLM.cpp30 VectorType model(const VectorType& uv, VectorType& x) in model()
35 eigen_assert(uv.size()%2 == 0); in model()
36 eigen_assert(uv.size() == n); in model()
40 VectorBlock<const VectorType> u(uv, 0, half); in model()
41 VectorBlock<const VectorType> v(uv, half, half); in model()
56 int operator()(const VectorType& uv, VectorType& fvec) in operator ()()
61 eigen_assert(uv.size()%2 == 0); in operator ()()
62 eigen_assert(uv.size() == n); in operator ()()
65 VectorBlock<const VectorType> u(uv, 0, half); in operator ()()
66 VectorBlock<const VectorType> v(uv, half, half); in operator ()()
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DsparseLM.cpp29 VectorType model(const VectorType& uv, VectorType& x) in model()
34 eigen_assert(uv.size()%2 == 0); in model()
35 eigen_assert(uv.size() == n); in model()
39 VectorBlock<const VectorType> u(uv, 0, half); in model()
40 VectorBlock<const VectorType> v(uv, half, half); in model()
59 int operator()(const VectorType& uv, VectorType& fvec) in operator ()()
63 eigen_assert(uv.size()%2 == 0); in operator ()()
64 eigen_assert(uv.size() == n); in operator ()()
66 VectorBlock<const VectorType> u(uv, 0, half); in operator ()()
67 VectorBlock<const VectorType> v(uv, half, half); in operator ()()
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
Dssao15.frag21 vec3 getPosition(in vec2 uv){
23 depthv =getDepth(m_DepthTexture,uv).r;
27 float x = mix(-m_FrustumCorner.x, m_FrustumCorner.x, uv.x);
28 float y = mix(-m_FrustumCorner.y, m_FrustumCorner.y, uv.y);
33 vec3 getNormal(in vec2 uv){
34 return normalize(texture2D(m_Normals, uv).xyz * 2.0 - 1.0);
37 vec2 getRandom(in vec2 uv){
38 //float rand=(fract(uv.x*(g_Resolution.x/2.0))*0.25)+(fract(uv.y*(g_Resolution.y/2.0))*0.5);
39 vec4 rand=texture2D(m_RandomMap,g_Resolution * uv / 128.0 * 3.0)*2.0 -1.0;
Dssao.frag19 vec3 getPosition(in vec2 uv){
21 depthv =texture2D(m_DepthTexture,uv).r;
25 float x = mix(-m_FrustumCorner.x, m_FrustumCorner.x, uv.x);
26 float y = mix(-m_FrustumCorner.y, m_FrustumCorner.y, uv.y);
31 vec3 getNormal(in vec2 uv){
32 return normalize(texture2D(m_Normals, uv).xyz * 2.0 - 1.0);
35 vec2 getRandom(in vec2 uv){
36 float rand=(fract(uv.x*(g_Resolution.x/2.0))*0.25)+(fract(uv.y*(g_Resolution.y/2.0))*0.5);
DssaoBlur.frag27 float readDepth(in vec2 uv){
28 float depthv =texture2D(m_DepthTexture,uv).r;
153 // float depth =texture2D(m_DepthTexture,uv).r;
DssaoBlur15.frag28 float readDepth(in vec2 uv){
29 float depthv =fetchTextureSample(m_DepthTexture,uv,0).r;
154 // float depth =texture2D(m_DepthTexture,uv).r;
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
DParticle.frag14 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
16 vec2 uv = texCoord.xy;
18 gl_FragColor = texture2D(m_Texture, uv) * color;
DSoftParticle.frag31 vec2 uv = mix(texCoord.xy, texCoord.zw, gl_PointCoord.xy);
33 vec2 uv = texCoord.xy;
35 c = texture2D(m_Texture, uv) * color;
/external/eigen/demos/opengl/
Dcamera.cpp246 Vector3f Camera::unProject(const Vector2f& uv, float depth) const in unProject() argument
249 return unProject(uv, depth, inv); in unProject()
252 Vector3f Camera::unProject(const Vector2f& uv, float depth, const Matrix4f& invModelview) const in unProject() argument
257 Vector3f a(2.*uv.x()/float(mVpWidth)-1., 2.*uv.y()/float(mVpHeight)-1., 1.); in unProject()
Dcamera.h90 …Eigen::Vector3f unProject(const Eigen::Vector2f& uv, float depth, const Eigen::Matrix4f& invModelv…
91 Eigen::Vector3f unProject(const Eigen::Vector2f& uv, float depth) const;
/external/webp/src/dsp/
Dyuv.h273 static WEBP_INLINE int VP8ClipUV(int uv, int rounding) { in VP8ClipUV() argument
274 uv = (uv + rounding + (128 << (YUV_FIX + 2))) >> (YUV_FIX + 2); in VP8ClipUV()
275 return ((uv & ~0xff) == 0) ? uv : (uv < 0) ? 0 : 255; in VP8ClipUV()
Dupsampling.c57 const uint32_t uv = LOAD_UV(cur_u[x], cur_v[x]); /* sample */ \
59 const uint32_t avg = tl_uv + t_uv + l_uv + uv + 0x00080008u; \
61 const uint32_t diag_03 = (avg + 2 * (tl_uv + uv)) >> 3; \
72 const uint32_t uv1 = (diag_12 + uv) >> 1; \
79 l_uv = uv; \
Dupsampling_neon.c164 #define CONVERT2RGB_8(FMT, XSTEP, top_y, bottom_y, uv, \ argument
166 CONVERT8(FMT, XSTEP, len, top_y, uv, top_dst, cur_x) \
168 CONVERT8(FMT, XSTEP, len, bottom_y, (uv) + 32, bottom_dst, cur_x) \
172 #define CONVERT2RGB_1(FUNC, XSTEP, top_y, bottom_y, uv, \ argument
174 CONVERT1(FUNC, XSTEP, len, top_y, uv, top_dst, cur_x); \
176 CONVERT1(FUNC, XSTEP, len, bottom_y, (uv) + 32, bottom_dst, cur_x); \
/external/skia/src/gpu/
DGrPathUtils.h88 SkPoint* uv = reinterpret_cast<SkPoint*>(uvPtr); in apply() local
89 uv->fX = sx * xy->fX + kx * xy->fY + tx; in apply()
90 uv->fY = ky * xy->fX + sy * xy->fY + ty; in apply()
/external/eigen/bench/
Dspmv.cpp176 boost::numeric::ublas::vector<Scalar> uv(cols), ures(rows); in main() local
177 Map<Matrix<Scalar,Dynamic,1> >(&uv[0], cols) = dv; in main()
180 SPMV_BENCH(ublas::axpy_prod(um, uv, ures, true)); in main()
183 SPMV_BENCH(ublas::axpy_prod(boost::numeric::ublas::trans(um), uv, ures, true)); in main()
/external/clang/test/CXX/expr/expr.post/expr.const.cast/
Dp1-0x.cpp33 volatile unsigned uv; member
43 …unsigned &t3 = const_cast<unsigned&>(a.pred() ? a.ubf : a.uv); // expected-error {{const_cast from… in test()
/external/skia/src/gpu/effects/
DGrDistanceFieldGeoProc.cpp81 GrGLVertToFrag uv(kVec2f_GrSLType); in onEmitCode() local
82 args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision); in onEmitCode()
85 GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(), in onEmitCode()
91 fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); in onEmitCode()
536 GrGLVertToFrag uv(kVec2f_GrSLType); in onEmitCode() local
537 args.fPB->addVarying("TextureCoords", &uv, kHigh_GrSLPrecision); in onEmitCode()
540 GR_FONT_ATLAS_RECIP_HEIGHT ")*%s;", uv.vsOut(), in onEmitCode()
553 fsBuilder->codeAppendf("vec2 uv = %s;\n", uv.fsIn()); in onEmitCode()
/external/skia/src/effects/
DSkPerlinNoiseShader.cpp680 const char* uv = "uv"; in emitCode() local
763 noiseCode.appendf("\n\n\tvec2 %s;", uv); in emitCode()
771 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); in emitCode()
783 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); in emitCode()
789 noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); in emitCode()
799 noiseCode.appendf(".bgra;\n\t%s.y = ", uv); in emitCode()
811 noiseCode.appendf(".bgra;\n\t%s.x = ", uv); in emitCode()
816 noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth); in emitCode()
/external/llvm/test/Transforms/LoopSimplify/
Dnotify-scev.ll35 %uv.013 = phi i32 [ 0, %for.cond127.preheader ], [ %inc191, %for.cond127 ]
36 %idxprom130 = sext i32 %uv.013 to i64
99 %inc191 = add nsw i32 %uv.013, 1
/external/fonttools/Lib/fontTools/ttLib/tables/
D_c_m_a_p.py1086 uv, addtlCnt = struct.unpack(">3sB", data[startOffset:startOffset+4])
1088 firstBaseUV = cvtToUVS(uv)
1104 uv, gid = struct.unpack(">3sH", data[startOffset:startOffset+5])
1106 uv = cvtToUVS(uv)
1108 localUVList.append( [uv, glyphName] )
1130 for uv, gname in uvList:
1134 writer.simpletag("map", [ ("uvs",hex(uvs)), ("uv",hex(uv)), ("name", gname)] )
1157 uv = safeEval(attrs["uv"])
1162 uvsDict[uvs].append( [uv, gname])
1164 uvsDict[uvs] = [ [uv, gname] ]
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DG_M_A_P_.py31 def __init__(self, uv = 0, cid = 0, gid = 0, ggid = 0, name = ""): argument
32 self.UV = uv
/external/eigen/Eigen/src/Eigen2Support/Geometry/
DQuaternion.h257 Vector3 uv;
258 uv = 2 * this->vec().cross(v);
259 return v + this->w() * uv + this->vec().cross(uv);
/external/opencv/cvaux/src/
Dcvsegment.cpp213 uchar uv[] = { (uchar)newVal[0], (uchar)newVal[1], (uchar)newVal[2] }; in icvSegmFloodFill_Stage2() local
221 img[x*3] = uv[0]; in icvSegmFloodFill_Stage2()
222 img[x*3+1] = uv[1]; in icvSegmFloodFill_Stage2()
223 img[x*3+2] = uv[2]; in icvSegmFloodFill_Stage2()
/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
Dsimple_water.frag54 vec4 readDepth(vec2 uv){
55 …) / (m_FrustumNearFar.y + m_FrustumNearFar.x - texture2D(m_water_depthmap, uv).r* (m_FrustumNearFa…
/external/deqp/framework/common/
DtcuTextureUtil.hpp114 union { float fv; deUint32 uv; deInt32 iv; } v; in floatToU8() member
118 deUint32 m = v.uv; in floatToU8()

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