/frameworks/native/libs/math/tests/ |
D | vec_test.cpp | 32 vec4 v4; in TEST_F() 35 EXPECT_EQ(sizeof(vec4), sizeof(float)*4); in TEST_F() 42 vec4 v0; in TEST_F() 48 vec4 v1(1); in TEST_F() 54 vec4 v2(1, 2, 3, 4); in TEST_F() 60 vec4 v3(v2); in TEST_F() 66 vec4 v4(v3.xyz, 42); in TEST_F() 72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F() 86 vec4 v0(1, 2, 3, 4); in TEST_F() 114 vec4 v0(1, 2, 3, 4); in TEST_F() [all …]
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D | mat_test.cpp | 71 mat4 m2(vec4(2)); in TEST_F() 78 mat4 m4(vec4(1), vec4(2), vec4(3), vec4(4)); in TEST_F() 85 mat4 m2(vec4(2)); in TEST_F() 108 EXPECT_EQ(mat4(vec4(-1, 0, 0, 0), in TEST_F() 109 vec4(0, -1, 0, 0), in TEST_F() 110 vec4(0, 0, -1, 0), in TEST_F() 111 vec4(0, 0, 0, -1)), m0); in TEST_F() 122 mat4 m1(vec4(1, 2, 3, 4), vec4(5, 6, 7, 8), vec4(9, 10, 11, 12), vec4(13, 14, 15, 16)); in TEST_F() 123 mat4 m2(vec4(1, 5, 9, 13), vec4(2, 6, 10, 14), vec4(3, 7, 11, 15), vec4(4, 8, 12, 16)); in TEST_F() 126 EXPECT_EQ(vec4(1, 6, 11, 16), diag(m1)); in TEST_F() [all …]
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/frameworks/native/libs/renderengine/gl/ |
D | GLSkiaShadowPort.h | 48 vec4 fColor; 61 bool casterIsTranslucent, const vec4& spotColor, 67 const vec4& ambientColor); 74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
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D | GLShadowVertexGenerator.cpp | 32 bool casterIsTranslucent, const vec4& ambientColor, in GLShadowVertexGenerator() 33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator() 70 Mesh::VertexArray<vec4>& color, in fillVertices() 79 Mesh::VertexArray<vec4>(color, mAmbientShadowVertexCount), in fillVertices()
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D | GLShadowVertexGenerator.h | 41 bool casterIsTranslucent, const vec4& ambientColor, 42 const vec4& spotColor, const vec3& lightPosition, float lightRadius); 47 void fillVertices(Mesh::VertexArray<vec2>& position, Mesh::VertexArray<vec4>& color,
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D | GLSkiaShadowPort.cpp | 231 Mesh::VertexArray<vec4>& shadowColor, in fillInCircleVerts() 233 vec4 color = args.fColor; in fillInCircleVerts() 346 Mesh::VertexArray<vec4>& shadowColor, in fillInRRectVerts() 348 vec4 color = args.fColor; in fillInRRectVerts() 478 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor, in fillVerticesForGeometry() 512 static std::unique_ptr<Geometry> getShadowGeometry(const vec4& color, const FloatRect& devRect, in getShadowGeometry() 551 const vec4& ambientColor) { in getAmbientShadowGeometry() 576 bool casterIsTranslucent, const vec4& spotColor, in getSpotShadowGeometry()
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D | GLESRenderEngine.cpp | 792 const mat4 translateSource = mat4::translate(vec4(-source.left, -source.top, 0, 1)); in handleRoundedCorners() 821 const mat4 intermediateTranslation = mat4::translate(vec4(displacementX, displacementY, 0, 1)); in handleRoundedCorners() 823 vec4(destinationWidth / sourceWidth, destinationHeight / sourceHeight, 1, 1)); in handleRoundedCorners() 825 mat4::translate(vec4(destination.left, destination.top, 0, 1)); in handleRoundedCorners() 830 const vec4 leftTopCoordinate(bounds.left, bounds.top, 1.0, 1.0); in handleRoundedCorners() 831 const vec4 rightBottomCoordinate(bounds.right, bounds.bottom, 1.0, 1.0); in handleRoundedCorners() 832 const vec4 leftTopCoordinateInBuffer = transformMatrix * leftTopCoordinate; in handleRoundedCorners() 833 const vec4 rightBottomCoordinateInBuffer = transformMatrix * rightBottomCoordinate; in handleRoundedCorners() 1700 Mesh::VertexArray<vec4> shadowColor = mesh.getShadowColorArray<vec4>(); in handleShadow()
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/frameworks/base/core/res/res/raw/ |
D | color_fade_vert.vert | 9 vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0); 11 gl_Position = proj_matrix * vec4(position.x, position.y, 0.0, 1.0);
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D | color_fade_frag.frag | 11 vec4 color = texture2D(texUnit, UV); 13 gl_FragColor = vec4(rgb, 1.0);
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/frameworks/native/libs/renderengine/include/renderengine/ |
D | LayerSettings.h | 109 vec4 ambientColor = vec4(); 113 vec4 spotColor = vec4();
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/frameworks/base/packages/SystemUI/res/raw/ |
D | image_wallpaper_vertex_shader.glsl | 1 attribute vec4 aPosition;
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/frameworks/av/media/libstagefright/ |
D | FrameCaptureLayer.cpp | 122 mat4 tr = mat4::translate(vec4(.5, .5, 0, 1)) * mat4::scale(vec4(1, -1, 1, 1)) * in getLayerSettings() 123 mat4::translate(vec4(-.5, -.5, 0, 1)); in getLayerSettings()
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/frameworks/native/services/surfaceflinger/tests/ |
D | BufferGeneratorShader.h | 353 static const android::vec4 TRIANGLE[3] = {{-1.0f, -1.0f, 1.0f, 1.0f},
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D | BufferGenerator.cpp | 262 void bindVec4(GLint location, vec4 v) const { glUniform4f(location, v.x, v.y, v.z, v.w); } in bindVec4() 312 mProgram->bindVec4(0, vec4{width, height, 1.0f / width, 1.0f / height}); in BufferGenerator()
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | types.h | 34 using vec4 = vec4f; variable
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/frameworks/native/services/surfaceflinger/ |
D | BufferLayer.cpp | 260 mat4 tr = mat4::translate(vec4(.5, .5, 0, 1)) * mat4::scale(vec4(1, -1, 1, 1)) * in prepareClientComposition() 261 mat4::translate(vec4(-.5, -.5, 0, 1)) * in prepareClientComposition() 262 mat4::translate(vec4(translateX, translateY, 0, 1)) * in prepareClientComposition() 263 mat4::scale(vec4(scaleWidth, scaleHeight, 1.0, 1.0)); in prepareClientComposition()
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D | SurfaceFlinger.cpp | 4857 vec4{luminance.r + mGlobalSaturationFactor, luminance.r, luminance.r, 0.0f}, in updateColorMatrixLocked() 4858 vec4{luminance.g, luminance.g + mGlobalSaturationFactor, luminance.g, 0.0f}, in updateColorMatrixLocked() 4859 vec4{luminance.b, luminance.b, luminance.b + mGlobalSaturationFactor, 0.0f}, in updateColorMatrixLocked() 4860 vec4{0.0f, 0.0f, 0.0f, 1.0f} in updateColorMatrixLocked() 6193 mCurrentState.globalShadowSettings.ambientColor = vec4(ambientColor); in setGlobalShadowSettings() 6194 mCurrentState.globalShadowSettings.spotColor = vec4(spotColor); in setGlobalShadowSettings()
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/frameworks/native/services/surfaceflinger/Effects/ |
D | Daltonizer.cpp | 87 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
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/frameworks/native/libs/math/include/math/ |
D | vec4.h | 115 typedef details::TVec4<float> vec4; typedef
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/frameworks/native/libs/renderengine/tests/ |
D | RenderEngineTest.cpp | 657 settings.colorTransform = mat4::scale(vec4(1, 0, 0, 1)); in fillBufferWithColorTransform() 830 layer.source.buffer.textureTransform = mat4::scale(vec4(0.2, 0.2, 1, 1)); in fillRedBufferTextureTransform()
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