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Searched refs:iround (Results 1 – 8 of 8) sorted by relevance

/external/swiftshader/src/Renderer/
DTextureStage.cpp95 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()
DPixelProcessor.cpp99 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 …]
DSampler.cpp289 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()
DColor.hpp140 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()
DRenderer.cpp1948 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()
/external/skia/tests/
DMathTest.cpp440 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()
/external/swiftshader/src/Common/
DMath.hpp76 inline int iround(float x) in iround() function
/external/swiftshader/src/Shader/
DSamplerCore.cpp2060 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()