/frameworks/av/media/libeffects/preprocessing/tests/ |
D | EffectTestHelper.h | 36 double noise{}; in computeSnr() 42 noise += diff * diff; in computeSnr() 47 if (signal > 0.0f && noise > 0.0f) { in computeSnr() 48 snr = 10.f * log(signal / noise); in computeSnr()
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/frameworks/rs/tests/java_api/Refocus/src/com/android/rs/test/ |
D | ImageCompare.java | 64 double noise = 0; in psnr() local 72 noise += (Y1 - Y2) * (Y1 - Y2); in psnr() 77 final double mse = noise / numPixels; in psnr()
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/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/ |
D | simplex2d.agsl | 61 // 2D Simplex noise with dynamic gradient vectors. Return value [-1, 1]. 63 // This method produces similar visuals to Simplex noise 3D, but at a lower computational cost. 64 // The snapshot of the noise is the same as a regular Simplex noise. However, when animated, it 69 // 2) The noise is moving quickly. 70 // 3) The noise is tiled. 73 // noise. It is especially useful for simulating fire, clouds, and fog, which all have advection. 104 // 2D Simplex noise
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D | snow_effect.agsl | 20 uniform shader noise; 88 // Load noise texture to give "fluffy-ness" to the snow. Displace the sampling of the noise. 89 vec3 cloudsNoise = noise.eval(uvAdjusted * 7000 + vec2(fragCoord.y, -fragCoord.x)).rgb; 93 // Get the accumulated snow buffer. r contains its mask, g contains some random noise. 100 float accSnowTexture = smoothstep(0.2, 0.7, /* noise= */ accSnow.g) * 0.7;
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D | simplex3d.agsl | 64 // Unskewed coordinate that is relative to p, to compute the noise contribution 71 // four vertices (c0..3) when computing noise contribution. 105 // Kernel summation: dot(max(0, r^2-d^2))^4, noise contribution) 129 // Add all the noise contributions.
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D | fog_effect.agsl | 68 // Dither to be applied to background noise. 92 // Adds distosions based on noise. 100 // Adds distosions based on noise.
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D | utils.agsl | 50 float noise = mix(a, b, u.x) + 54 return noise / 3.;
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D | rain_glass_layer.agsl | 29 // 0. Add a bit of noise so that the droplets are not perfect circles.
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/frameworks/av/media/libeffects/lvm/tests/ |
D | snr.cpp | 30 A noise{}; in getSignalNoise() local 40 return {signal, noise}; in getSignalNoise() 46 noise += diff * diff; in getSignalNoise()
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/frameworks/av/media/libeffects/tests/common/ |
D | EffectTestHelper.h | 39 double noise{}; in computeSnr() 45 noise += diff * diff; in computeSnr() 50 if (signal > 0.0f && noise > 0.0f) { in computeSnr() 51 snr = 10.f * log(signal / noise); in computeSnr()
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/frameworks/proto_logging/stats/enums/stats/sysui/ |
D | notification_enums.proto | 27 IMPORTANCE_DEFAULT = 3; // Shows everywhere, makes noise, no heads-up. 28 IMPORTANCE_HIGH = 4; // Shows everywhere, makes noise, heads-up, may full-screen.
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/frameworks/base/tests/graphics/SilkFX/src/com/android/test/silkfx/materials/ |
D | GlassView.kt | 50 private var noise = BitmapFactory.decodeResource(resources, R.drawable.noise) variable 171 noisePaint.shader = BitmapShader(noise, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT)
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/frameworks/av/media/module/codecs/amrwb/enc/inc/ |
D | lag_wind.tab | 20 | noise floor = 1.0001 = (0.9999 on r[1] ..r[16]) |
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D | qisf_ns.tab | 22 * Quantization tables for split by 5 VQ of ISFs for a background noise database
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/frameworks/proto_logging/stats/atoms/telephony/qns/ |
D | qns_extension_atoms.proto | 88 // Cellular network signal noise ratio {e.g. SSSINR in NR, RSSNR in LTE} 130 // Cellular network signal noise ratio {e.g. SSSINR in NR, RSSNR in LTE}
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/frameworks/base/services/core/java/com/android/server/ |
D | EventLogTags.logtags | 89 # a notification emited noise, vibration, or light
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/frameworks/proto_logging/stats/enums/stats/dnsresolver/ |
D | dns_resolver.proto | 67 // Without the enum definition, that would be noise for our dashboard.
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/frameworks/base/cmds/uinput/ |
D | README.md | 103 | `fuzz` | integer | fuzz value for noise filter|
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/frameworks/base/packages/SystemUI/docs/ |
D | falsing.md | 202 as it simply creates noise in the logs. Generally, a middle value between the
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/frameworks/opt/telephony/proto/src/ |
D | telephony.proto | 2214 // signal to noise ratio for LTE signal strength
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