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Searched refs:coord (Results 1 – 25 of 142) sorted by relevance

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/external/mesa3d/src/mesa/math/
Dm_dotprod_tmp.h39 GLfloat *coord = coord_vec->start; in TAG() local
46 for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(out,outstride)) { in TAG()
47 *out = (coord[0] * plane0 + in TAG()
48 coord[1] * plane1 + in TAG()
59 GLfloat *coord = coord_vec->start; in TAG() local
67 for (i=0;i<count;i++,STRIDE_F(coord,stride),STRIDE_F(out,outstride)) { in TAG()
68 *out = (coord[0] * plane0 + in TAG()
69 coord[1] * plane1 + in TAG()
70 coord[2] * plane2 + in TAG()
81 GLfloat *coord = coord_vec->start; in TAG() local
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/external/mesa3d/src/mesa/main/
Dtexgen.c52 GLenum coord) in get_texgen() argument
55 return (coord == GL_TEXTURE_GEN_STR_OES) in get_texgen()
59 switch (coord) { in get_texgen()
75 _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params ) in _mesa_TexGenfv() argument
84 _mesa_lookup_enum_by_nr(coord), in _mesa_TexGenfv()
96 texgen = get_texgen(ctx, texUnit, coord); in _mesa_TexGenfv()
117 if (coord == GL_S || coord == GL_T) in _mesa_TexGenfv()
121 if (coord != GL_Q) in _mesa_TexGenfv()
125 if (coord != GL_Q) in _mesa_TexGenfv()
188 ctx->Driver.TexGen( ctx, coord, pname, params ); in _mesa_TexGenfv()
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Dtexgen.h40 _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params );
43 _mesa_TexGenf( GLenum coord, GLenum pname, GLfloat param );
46 _mesa_TexGeni( GLenum coord, GLenum pname, GLint param );
49 _mesa_GetTexGenfv( GLenum coord, GLenum pname, GLfloat *params );
52 _mesa_GetTexGeniv( GLenum coord, GLenum pname, GLint *params );
59 _es_GetTexGenfv(GLenum coord, GLenum pname, GLfloat *params);
62 _es_TexGenf(GLenum coord, GLenum pname, GLfloat param);
65 _es_TexGenfv(GLenum coord, GLenum pname, const GLfloat *params);
71 _mesa_TexGenfv( GLenum coord, GLenum pname, const GLfloat *params ) in _mesa_TexGenfv() argument
76 _mesa_TexGeni( GLenum coord, GLenum pname, GLint param ) in _mesa_TexGeni() argument
/external/mesa3d/src/glsl/builtins/profiles/
D120.vert5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
14 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
16 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
18 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
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DARB_shader_texture_lod.frag5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
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D110.vert9 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
18 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
20 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
22 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
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D120.frag5 vec4 texture1D (sampler1D sampler, float coord, float bias);
6 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
7 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
14 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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D110.frag6 vec4 texture1D (sampler1D sampler, float coord, float bias);
7 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
8 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
15 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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DEXT_texture_array.frag2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord);
3 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias);
5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord);
6 vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias);
8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord);
9 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias);
11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
DEXT_texture_array.vert2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord);
3 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod);
5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord);
6 vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod);
8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord);
9 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod);
11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
DARB_texture_rectangle.glsl2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord);
3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord);
4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord);
6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord);
7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
DOES_texture_3D.frag4 vec4 texture3D (sampler3D sampler, vec3 coord);
5 vec4 texture3DProj (sampler3D sampler, vec4 coord);
6 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
7 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
DOES_texture_3D.vert4 vec4 texture3D (sampler3D sampler, vec3 coord);
5 vec4 texture3DProj (sampler3D sampler, vec4 coord);
6 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
7 vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod);
/external/deqp/framework/common/
DtcuTexLookupVerifier.hpp104 Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordD…
108 …texture, const Sampler& sampler, const LookupPrecision& prec, const float coord, const Vec2& lodBo…
109 …texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBo…
110 …texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBo…
111 …texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBo…
112 …texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBo…
113 …texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBo…
114 …sampler, const LookupPrecision& prec, const IVec4& coordBits, const Vec4& coord, const Vec2& lodBo…
120 …r, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec2& coord, const int coordZ,…
121 …TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec2& coord, const int coordZ,…
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DtcuTexCompareVerifier.hpp55 …ure, const Sampler& sampler, const TexComparePrecision& prec, const Vec2& coord, const Vec2& lodBo…
56 …ure, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBo…
57 …ure, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBo…
59 …ure, const Sampler& sampler, const TexComparePrecision& prec, const Vec2& coord, const IVec2 (&off…
60 …ure, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const IVec2 (&off…
62 …ure, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, float cmpReferenc…
DtcuTexLookupVerifier.cpp550 const Vec2& coord, in isNearestSampleResultValid() argument
554 …mputeNonNormalizedCoordBounds(sampler.normalizedCoords, level.getWidth(), coord.x(), prec.coordBit… in isNearestSampleResultValid()
555 …puteNonNormalizedCoordBounds(sampler.normalizedCoords, level.getHeight(), coord.y(), prec.coordBit… in isNearestSampleResultValid()
585 const Vec3& coord, in isNearestSampleResultValid() argument
588 …mputeNonNormalizedCoordBounds(sampler.normalizedCoords, level.getWidth(), coord.x(), prec.coordBit… in isNearestSampleResultValid()
589 …puteNonNormalizedCoordBounds(sampler.normalizedCoords, level.getHeight(), coord.y(), prec.coordBit… in isNearestSampleResultValid()
590 …mputeNonNormalizedCoordBounds(sampler.normalizedCoords, level.getDepth(), coord.z(), prec.coordBit… in isNearestSampleResultValid()
668 const Vec2& coord, in isLinearSampleResultValid() argument
672 …mputeNonNormalizedCoordBounds(sampler.normalizedCoords, level.getWidth(), coord.x(), prec.coordBit… in isLinearSampleResultValid()
673 …puteNonNormalizedCoordBounds(sampler.normalizedCoords, level.getHeight(), coord.y(), prec.coordBit… in isLinearSampleResultValid()
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DtcuTexVerifierUtil.cpp46 Vec2 computeNonNormalizedCoordBounds (const bool normalizedCoords, const int dim, const float coord in computeNonNormalizedCoordBounds() argument
48 const float coordErr = computeFloatingPointError(coord, coordBits); in computeNonNormalizedCoordBounds()
49 const float minN = coord - coordErr; in computeNonNormalizedCoordBounds()
50 const float maxN = coord + coordErr; in computeNonNormalizedCoordBounds()
61 void getPossibleCubeFaces (const Vec3& coord, const IVec3& bits, CubeFace* faces, int& numFaces) in getPossibleCubeFaces() argument
63 const float x = coord.x(); in getPossibleCubeFaces()
64 const float y = coord.y(); in getPossibleCubeFaces()
65 const float z = coord.z(); in getPossibleCubeFaces()
/external/mesa3d/src/gallium/auxiliary/gallivm/
Dlp_bld_sample_soa.c201 LLVMValueRef coord) in lp_build_coord_mirror() argument
207 lp_build_ifloor_fract(coord_bld, coord, &flr, &fract); in lp_build_coord_mirror()
213 coord = lp_build_set_sign(coord_bld, fract, isOdd); in lp_build_coord_mirror()
219 coord = lp_build_add(coord_bld, coord, isOdd); in lp_build_coord_mirror()
221 return coord; in lp_build_coord_mirror()
268 LLVMValueRef coord, in lp_build_sample_wrap_linear() argument
288 coord = lp_build_mul(coord_bld, coord, length_f); in lp_build_sample_wrap_linear()
289 coord = lp_build_sub(coord_bld, coord, half); in lp_build_sample_wrap_linear()
291 lp_build_ifloor_fract(coord_bld, coord, &coord0, &weight); in lp_build_sample_wrap_linear()
299 lp_build_coord_repeat_npot_linear(bld, coord, in lp_build_sample_wrap_linear()
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Dlp_bld_sample_aos.c78 LLVMValueRef coord, in lp_build_sample_wrap_nearest_int() argument
96 coord = LLVMBuildAnd(builder, coord, length_minus_one, ""); in lp_build_sample_wrap_nearest_int()
100 coord = lp_build_fract_safe(coord_bld, coord_f); in lp_build_sample_wrap_nearest_int()
101 coord = lp_build_mul(coord_bld, coord, length_f); in lp_build_sample_wrap_nearest_int()
102 coord = lp_build_itrunc(coord_bld, coord); in lp_build_sample_wrap_nearest_int()
107 coord = lp_build_max(int_coord_bld, coord, int_coord_bld->zero); in lp_build_sample_wrap_nearest_int()
108 coord = lp_build_min(int_coord_bld, coord, length_minus_one); in lp_build_sample_wrap_nearest_int()
121 lp_build_sample_partial_offset(int_coord_bld, block_length, coord, stride, in lp_build_sample_wrap_nearest_int()
137 LLVMValueRef coord, in lp_build_sample_wrap_nearest_float() argument
149 coord = lp_build_fract_safe(coord_bld, coord); in lp_build_sample_wrap_nearest_float()
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/external/mesa3d/src/mesa/tnl/
Dt_vb_cliptmp.h54 INTERP_4F( t, coord[newvert], coord[idx], coord[idxPrev]); \
60 INTERP_4F( t, coord[newvert], coord[idxPrev], coord[idx]); \
123 GLfloat (*coord)[4] = VB->ClipPtr->data; in TAG() local
152 INTERP_4F( t0, coord[newvert], coord[v0], coord[v1] ); in TAG()
166 INTERP_4F( t1, coord[newvert], coord[v1], coord[v0_orig] ); in TAG()
193 GLfloat (*coord)[4] = VB->ClipPtr->data; in TAG() local
210 coord[j][0], coord[j][1], coord[j][2], coord[j][3]); in TAG()
211 assert(!IS_INF_OR_NAN(coord[j][0])); in TAG()
212 assert(!IS_INF_OR_NAN(coord[j][1])); in TAG()
213 assert(!IS_INF_OR_NAN(coord[j][2])); in TAG()
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/external/dng_sdk/source/
Ddng_xy_coord.cpp23 dng_xy_coord XYZtoXY (const dng_vector_3 &coord) in XYZtoXY() argument
26 real64 X = coord [0]; in XYZtoXY()
27 real64 Y = coord [1]; in XYZtoXY()
28 real64 Z = coord [2]; in XYZtoXY()
46 dng_vector_3 XYtoXYZ (const dng_xy_coord &coord) in XYtoXYZ() argument
49 dng_xy_coord temp = coord; in XYtoXYZ()
Ddng_xy_coord.h69 bool operator== (const dng_xy_coord &coord) const
71 return coord.x == x &&
72 coord.y == y;
75 bool operator!= (const dng_xy_coord &coord) const
77 return !(*this == coord);
171 dng_xy_coord XYZtoXY (const dng_vector_3 &coord);
173 dng_vector_3 XYtoXYZ (const dng_xy_coord &coord);
/external/opencv/cvaux/src/
Denmin.cpp78 int coord;
211 ( ( Vertex* )newVtxPtr ) -> coord = i;
216 ( ( Vertex* )newVtxPtr ) -> coord = -2; /* adding alpha vertex */
219 ( ( Vertex* )newVtxPtr ) -> coord = -1; /* adding beta vertex */
235 ( ( Vertex* )vtxPtr ) -> coord,
242 if( ( ( Vertex* )tempVtxPtr ) -> coord + 1 ==
243 ( ( Vertex* )vtxPtr ) -> coord )
246 vFunc( corr[ ( ( Vertex* )tempVtxPtr ) -> coord ],
255 ( ( Vertex* )vtxPtr ) -> coord;
257 ( ( Vertex* )tempVtxPtr ) -> coord;
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/external/bouncycastle/bcprov/src/main/java/org/bouncycastle/math/ec/
DECCurve.java36 protected int coord; field in ECCurve.Config
40 Config(int coord, ECEndomorphism endomorphism, ECMultiplier multiplier) in Config() argument
42 this.coord = coord; in Config()
47 public Config setCoordinateSystem(int coord) in setCoordinateSystem() argument
49 this.coord = coord; in setCoordinateSystem()
67 if (!supportsCoordinateSystem(coord)) in create()
81 c.coord = coord; in create()
94 protected int coord = COORD_AFFINE; field in ECCurve
111 return new Config(this.coord, this.endomorphism, this.multiplier); in configure()
168 public boolean supportsCoordinateSystem(int coord) in supportsCoordinateSystem() argument
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/external/deqp/modules/gles3/functional/
Des3fFragDepthTests.cpp57 typedef float (*EvalFragDepthFunc) (const Vec2& coord);
198 const float coord[] = in iterate() local
224 glu::va::Float("a_coord", 2, 4, 0, &coord[0]) in iterate()
327 const float coord[] = in iterate() local
352 glu::va::Float("a_coord", 2, 4, 0, &coord[0]) in iterate()
431 static float evalConstDepth (const Vec2& coord) { DE_UNREF(coord); return 0.5f; } in evalConstDepth() argument
432 static float evalDynamicDepth (const Vec2& coord) { return (coord.x()+coord.y())*0.5f; } in evalDynamicDepth() argument
433 static float evalNoWrite (const Vec2& coord) { return 1.0f - (coord.x()+coord.y())*0.5f; } in evalNoWrite() argument
435 static float evalDynamicConditionalDepth (const Vec2& coord) in evalDynamicConditionalDepth() argument
437 float d = (coord.x()+coord.y())*0.5f; in evalDynamicConditionalDepth()
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