Searched refs:iround (Results 1 – 8 of 8) sorted by relevance
/external/swiftshader/src/Renderer/ |
D | TextureStage.cpp | 95 short r = iround(4095 * constantColor.r); in setConstantColor() 96 short g = iround(4095 * constantColor.g); in setConstantColor() 97 short b = iround(4095 * constantColor.b); in setConstantColor() 98 short a = iround(4095 * constantColor.a); in setConstantColor() 113 uniforms.bumpmapMatrix4W[element / 2][element % 2][0] = iround(4095 * value); in setBumpmapMatrix() 114 uniforms.bumpmapMatrix4W[element / 2][element % 2][1] = iround(4095 * value); in setBumpmapMatrix() 115 uniforms.bumpmapMatrix4W[element / 2][element % 2][2] = iround(4095 * value); in setBumpmapMatrix() 116 uniforms.bumpmapMatrix4W[element / 2][element % 2][3] = iround(4095 * value); in setBumpmapMatrix() 121 short scale = iround(4095 * value); in setLuminanceScale() 128 short offset = iround(4095 * value); in setLuminanceOffset()
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D | PixelProcessor.cpp | 99 short x = iround(4095 * clamp(value[0], -1.0f, 1.0f)); in setFloatConstant() 100 short y = iround(4095 * clamp(value[1], -1.0f, 1.0f)); in setFloatConstant() 101 short z = iround(4095 * clamp(value[2], -1.0f, 1.0f)); in setFloatConstant() 102 short w = iround(4095 * clamp(value[3], -1.0f, 1.0f)); in setFloatConstant() 667 short textureFactorR = iround(4095 * textureFactor.r); in setTextureFactor() 668 short textureFactorG = iround(4095 * textureFactor.g); in setTextureFactor() 669 short textureFactorB = iround(4095 * textureFactor.b); in setTextureFactor() 670 short textureFactorA = iround(4095 * textureFactor.a); in setTextureFactor() 696 short blendConstantR = iround(65535 * blendConstant.r); in setBlendConstant() 697 short blendConstantG = iround(65535 * blendConstant.g); in setBlendConstant() [all …]
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D | Sampler.cpp | 289 short r = iround(0xFFFF * borderColor.r); in setBorderColor() 290 short g = iround(0xFFFF * borderColor.g); in setBorderColor() 291 short b = iround(0xFFFF * borderColor.b); in setBorderColor() 292 short a = iround(0xFFFF * borderColor.a); in setBorderColor()
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D | Color.hpp | 140 r = iround(clamp(c.r * 4095.0f, -4096.0f, 4095.0f)); in Color() 141 g = iround(clamp(c.g * 4095.0f, -4096.0f, 4095.0f)); in Color() 142 b = iround(clamp(c.b * 4095.0f, -4096.0f, 4095.0f)); in Color() 143 a = iround(clamp(c.a * 4095.0f, -4096.0f, 4095.0f)); in Color()
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D | Renderer.cpp | 1948 triangle.v1.X += iround(16 * 0.5f * pSize); in setupPoint() 1949 …triangle.v2.Y -= iround(16 * 0.5f * pSize) * (data.Hx16[0] > 0.0f ? 1 : -1); // Both Direct3D an… in setupPoint()
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/external/skia/tests/ |
D | MathTest.cpp | 440 int iround = SkMulDiv255Round(a, b); in test_muldiv255() local 443 REPORTER_ASSERT(reporter, iround == round); in test_muldiv255() 446 REPORTER_ASSERT(reporter, itrunc <= iround); in test_muldiv255() 447 REPORTER_ASSERT(reporter, iround <= a); in test_muldiv255() 448 REPORTER_ASSERT(reporter, iround <= b); in test_muldiv255()
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/external/swiftshader/src/Common/ |
D | Math.hpp | 76 inline int iround(float x) in iround() function
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/external/swiftshader/src/Shader/ |
D | SamplerCore.cpp | 2060 const UShort4 yY = UShort4(iround(Yy * 0x4000)); in sampleTexel() 2061 const UShort4 rV = UShort4(iround(Rv * 0x4000)); in sampleTexel() 2062 const UShort4 gU = UShort4(iround(-Gu * 0x4000)); in sampleTexel() 2063 const UShort4 gV = UShort4(iround(-Gv * 0x4000)); in sampleTexel() 2064 const UShort4 bU = UShort4(iround(Bu * 0x4000)); in sampleTexel() 2066 const UShort4 r0 = UShort4(iround(-R0 * 0x4000)); in sampleTexel() 2067 const UShort4 g0 = UShort4(iround(G0 * 0x4000)); in sampleTexel() 2068 const UShort4 b0 = UShort4(iround(-B0 * 0x4000)); in sampleTexel()
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