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Searched refs:Nref (Results 1 – 13 of 13) sorted by relevance

/external/oboe/samples/RhythmGame/third_party/glm/detail/
Dfunc_geometric.inl101 …ic vecType<T, P> call(vecType<T, P> const & N, vecType<T, P> const & I, vecType<T, P> const & Nref)
105 return dot(Nref, I) < static_cast<T>(0) ? N : -N;
203 GLM_FUNC_QUALIFIER genType faceforward(genType const & N, genType const & I, genType const & Nref) argument
205 return dot(Nref, I) < static_cast<genType>(0) ? N : -N;
209 …ype<T, P> faceforward(vecType<T, P> const & N, vecType<T, P> const & I, vecType<T, P> const & Nref) argument
211 return detail::compute_faceforward<T, P, vecType, detail::is_aligned<P>::value>::call(N, I, Nref);
Dfunc_geometric_simd.inl67 …ec4<float, P> call(tvec4<float, P> const& N, tvec4<float, P> const& I, tvec4<float, P> const& Nref)
70 result.data = glm_vec4_faceforward(N.data, I.data, Nref.data);
Dfunc_geometric.hpp82 vecType<T, P> const & Nref);
/external/oboe/samples/RhythmGame/third_party/glm/simd/
Dgeometric.h85 GLM_FUNC_QUALIFIER glm_vec4 glm_vec4_faceforward(glm_vec4 N, glm_vec4 I, glm_vec4 Nref) in glm_vec4_faceforward() argument
87 glm_vec4 const dot0 = glm_vec4_dot(Nref, I); in glm_vec4_faceforward()
/external/skia/src/sksl/
Dsksl_public.sksl98 $genType faceforward($genType N, $genType I, $genType Nref);
99 $genHType faceforward($genHType N, $genHType I, $genHType Nref);
Dsksl_gpu.sksl139 $genType faceforward($genType N, $genType I, $genType Nref);
140 $genHType faceforward($genHType N, $genHType I, $genHType Nref);
/external/oboe/samples/RhythmGame/third_party/glm/gtx/
Dsimd_vec4.hpp484 detail::fvec4SIMD const & Nref);
Dsimd_vec4.inl663 detail::fvec4SIMD const & Nref argument
666 return detail::sse_ffd_ps(N.Data, I.Data, Nref.Data);
/external/swiftshader/src/Shader/
DShaderCore.cpp1421 …oid ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward1() argument
1423 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000); in forward1()
1428 …oid ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward2() argument
1430 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000); in forward2()
1436 …oid ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward3() argument
1438 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000); in forward3()
1445 …oid ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref) in forward4() argument
1447 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000); in forward4()
/external/skqp/src/sksl/
Dsksl.inc138 $genType faceforward($genType N, $genType I, $genType Nref);
139 $genHType faceforward($genHType N, $genHType I, $genHType Nref);
140 $genDType faceforward($genDType N, $genDType I, $genDType Nref);
/external/swiftshader/src/Pipeline/
DSpirvShaderGLSLstd450.cpp348 auto Nref = Operand(this, state, insn.word(7)); in EmitExtGLSLstd450() local
350 SIMD::Float d = Dot(type.componentCount, I, Nref); in EmitExtGLSLstd450()
/external/skia/src/sksl/codegen/
DSkSLVMCodeGenerator.cpp1104 &Nref = args[2]; in writeIntrinsicCall() local
1106 skvm::F32 dotNrefI = dot(Nref, I); in writeIntrinsicCall()
/external/mesa3d/src/compiler/glsl/
Dbuiltin_functions.cpp5873 ir_variable *Nref = in_var(type, "Nref"); in _faceforward() local
5874 MAKE_SIG(type, avail, 3, N, I, Nref); in _faceforward()
5876 body.emit(if_tree(less(dot(Nref, I), IMM_FP(type, 0.0)), in _faceforward()