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Searched defs:numer (Results 1 – 25 of 34) sorted by relevance

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/third_party/mesa3d/src/compiler/nir/
Dnir_lower_idiv.c45 nir_ssa_def *numer, nir_ssa_def *denom) in convert_instr()
124 emit_udiv(nir_builder *bld, nir_ssa_def *numer, nir_ssa_def *denom, bool modulo) in emit_udiv()
161 emit_idiv(nir_builder *bld, nir_ssa_def *numer, nir_ssa_def *denom, nir_op op) in emit_idiv()
187 nir_ssa_def *numer, nir_ssa_def *denom) in convert_instr_precise()
197 nir_ssa_def *numer, nir_ssa_def *denom, in convert_instr_small()
241 nir_ssa_def *numer = nir_ssa_for_alu_src(b, alu, 0); in lower_idiv() local
/third_party/skia/src/pathops/
DSkPathOpsLine.cpp40 double numer = len.fX * ab0.fX + ab0.fY * len.fY; in nearPoint() local
70 double numer = len.fX * ab0.fX + ab0.fY * len.fY; in nearRay() local
DSkPathOpsQuad.cpp355 static int valid_unit_divide(double numer, double denom, double* ratio) in valid_unit_divide()
/third_party/skia/src/core/
DSkCubicSolver.h54 float numer = 2 * fp * f; in cubic_solver() local
DSkColor.cpp29 static inline SkScalar ByteDivToScalar(int numer, U8CPU denom) { in ByteDivToScalar()
DSkDrawShadowInfo.h46 static inline float divide_and_pin(float numer, float denom, float min, float max) { in divide_and_pin()
DSkMathPriv.h33 inline void SkTDivMod(In numer, In denom, Out* div, Out* mod) { in SkTDivMod()
DSkGeometry.h439 Sk2s numer = fNumer.eval(tt); in eval() local
DSkGeometry.cpp39 static int valid_unit_divide(SkScalar numer, SkScalar denom, SkScalar* ratio) { in valid_unit_divide()
331 SkScalar numer = -(Ax * Bx + Ay * By); in SkFindQuadMaxCurvature() local
/third_party/skia/src/effects/
DSkEmbossMask.cpp76 SkFixed numer = lx * nx + ly * ny + lz_dot_nz; in Emboss() local
/third_party/skia/tests/
DMathTest.cpp489 SkFixed numer = rand.nextS(); in DEF_TEST() local
560 T numer; in test_divmod() member
574 const T numer = kEdgeCases[i].numer; in test_divmod() local
584 const T numer = (T)rand.nextS(); in test_divmod() local
DWangsFormulaTest.cpp71 const float numer = 4 * min_w * eps; in wangs_formula_conic_reference_impl() local
434 Sk2d numer = eval(p2 - p1w * 2 + p0, (p1w - p0) * 2, p0, t); in DEF_TEST() local
DReadWritePixelsGpuTest.cpp309 float numer = (lumConversion || csConversion) ? 3.f : 2.f; in gpu_read_pixels_test_driver() local
/third_party/nghttp2/lib/
Dsfparse.h148 int64_t numer; member
/third_party/node/deps/nghttp2/lib/
Dsfparse.h148 int64_t numer; member
/third_party/skia/include/private/
DSkFloatingPoint.h262 static inline float sk_ieee_float_divide(float numer, float denom) { in sk_ieee_float_divide()
267 static inline double sk_ieee_double_divide(double numer, double denom) { in sk_ieee_double_divide()
DSkFixed.h93 #define SkFixedDiv(numer, denom) \ argument
/third_party/skia/src/gpu/tessellate/
DWangsFormula.h230 const float numer = sqrtf(dot(dp, dp)) * precision + rp_minus_1 * dw; variable
/third_party/glfw/src/
Dwindow.c686 GLFWAPI void glfwSetWindowAspectRatio(GLFWwindow* handle, int numer, int denom) in glfwSetWindowAspectRatio()
Dwin32_window.c1726 void _glfwSetWindowAspectRatioWin32(_GLFWwindow* window, int numer, int denom) in _glfwSetWindowAspectRatioWin32()
Dx11_window.c2238 void _glfwSetWindowAspectRatioX11(_GLFWwindow* window, int numer, int denom) in _glfwSetWindowAspectRatioX11()
/third_party/skia/bench/
Dnanobench.cpp396 const double numer = overhead / FLAGS_overheadGoal - overhead; in setup_cpu_bench() local
/third_party/skia/src/shaders/gradients/
DSkGradientShader.cpp608 static unsigned rounded_divide(unsigned numer, unsigned denom) { in rounded_divide()
/third_party/skia/src/shaders/
DSkPerlinNoiseShader.cpp482 SkScalar numer = (perlinNoiseShader.fType == kFractalNoise_Type) ? in calculateTurbulenceValueForPoint() local
/third_party/skia/src/utils/
DSkPolyUtils.cpp77 static inline bool outside_interval(SkScalar numer, SkScalar denom, bool denomPositive) { in outside_interval()

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