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Searched refs:vec4 (Results 1 – 20 of 20) sorted by relevance

/frameworks/native/libs/math/tests/
Dvec_test.cpp32 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()
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Dmat_test.cpp71 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()
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/frameworks/native/libs/renderengine/gl/
DGLSkiaShadowPort.h48 vec4 fColor;
61 bool casterIsTranslucent, const vec4& spotColor,
67 const vec4& ambientColor);
74 Mesh::VertexArray<vec2> position, Mesh::VertexArray<vec4> shadowColor,
DGLShadowVertexGenerator.cpp32 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()
DGLShadowVertexGenerator.h41 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,
DGLSkiaShadowPort.cpp231 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()
DGLESRenderEngine.cpp792 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()
/frameworks/base/core/res/res/raw/
Dcolor_fade_vert.vert9 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);
Dcolor_fade_frag.frag11 vec4 color = texture2D(texUnit, UV);
13 gl_FragColor = vec4(rgb, 1.0);
/frameworks/native/libs/renderengine/include/renderengine/
DLayerSettings.h109 vec4 ambientColor = vec4();
113 vec4 spotColor = vec4();
/frameworks/base/packages/SystemUI/res/raw/
Dimage_wallpaper_vertex_shader.glsl1 attribute vec4 aPosition;
/frameworks/av/media/libstagefright/
DFrameCaptureLayer.cpp122 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()
/frameworks/native/services/surfaceflinger/tests/
DBufferGeneratorShader.h353 static const android::vec4 TRIANGLE[3] = {{-1.0f, -1.0f, 1.0f, 1.0f},
DBufferGenerator.cpp262 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()
/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
Dtypes.h34 using vec4 = vec4f; variable
/frameworks/native/services/surfaceflinger/
DBufferLayer.cpp260 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()
DSurfaceFlinger.cpp4857 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()
/frameworks/native/services/surfaceflinger/Effects/
DDaltonizer.cpp87 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
/frameworks/native/libs/math/include/math/
Dvec4.h115 typedef details::TVec4<float> vec4; typedef
/frameworks/native/libs/renderengine/tests/
DRenderEngineTest.cpp657 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()