/frameworks/av/media/libstagefright/renderfright/gl/ |
D | GLSkiaShadowPort.cpp | 232 Mesh::VertexArray<vec3>& shadowParams) { in fillInCircleVerts() 251 shadowParams[vertexCount] = vec3(-octOffset, -1, distanceCorrection); in fillInCircleVerts() 256 shadowParams[vertexCount] = vec3(octOffset, -1, distanceCorrection); in fillInCircleVerts() 261 shadowParams[vertexCount] = vec3(1, -octOffset, distanceCorrection); in fillInCircleVerts() 266 shadowParams[vertexCount] = vec3(1, octOffset, distanceCorrection); in fillInCircleVerts() 271 shadowParams[vertexCount] = vec3(octOffset, 1, distanceCorrection); in fillInCircleVerts() 276 shadowParams[vertexCount] = vec3(-octOffset, 1, distanceCorrection); in fillInCircleVerts() 281 shadowParams[vertexCount] = vec3(-1, octOffset, distanceCorrection); in fillInCircleVerts() 286 shadowParams[vertexCount] = vec3(-1, -octOffset, distanceCorrection); in fillInCircleVerts() 299 shadowParams[vertexCount] = vec3(-s * innerRadius, -c * innerRadius, distanceCorrection); in fillInCircleVerts() [all …]
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D | GLShadowVertexGenerator.cpp | 33 const vec4& spotColor, const vec3& lightPosition, in GLShadowVertexGenerator() 71 Mesh::VertexArray<vec3>& params) const { in fillVertices() 80 Mesh::VertexArray<vec3>(params, mAmbientShadowVertexCount)); in fillVertices()
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D | GLShadowVertexGenerator.h | 42 const vec4& spotColor, const vec3& lightPosition, float lightRadius); 48 Mesh::VertexArray<vec3>& params) const;
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D | GLSkiaShadowPort.h | 62 const vec3& lightPosition, float lightRadius); 75 Mesh::VertexArray<vec3> shadowParams);
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/frameworks/native/libs/math/tests/ |
D | vec_test.cpp | 33 vec3& v3(v4.xyz); in TEST_F() 36 EXPECT_EQ(sizeof(vec3), sizeof(float)*3); in TEST_F() 72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F() 106 v0.xyz = vec3(1, 2, 3); in TEST_F() 238 vec3 east(1, 0, 0); in TEST_F() 239 vec3 north(0, 1, 0); in TEST_F() 240 vec3 up(cross(east, north)); in TEST_F() 241 EXPECT_EQ(up, vec3(0, 0, 1)); in TEST_F() 246 vec3 v0(1, 2, 3); in TEST_F() 247 vec3 vn(normalize(v0)); in TEST_F() [all …]
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D | mat_test.cpp | 202 mat3 m2(vec3(2)); in TEST_F() 213 mat3 m2(vec3(2)); in TEST_F() 236 EXPECT_EQ(mat3(vec3(-1, 0, 0), in TEST_F() 237 vec3(0, -1, 0), in TEST_F() 238 vec3(0, 0, -1)), m0); in TEST_F() 249 mat3 m1(vec3(1, 2, 3), vec3(4, 5, 6), vec3(7, 8, 9)); in TEST_F() 250 mat3 m2(vec3(1, 4, 7), vec3(2, 5, 8), vec3(3, 6, 9)); in TEST_F() 253 EXPECT_EQ(vec3(1, 5, 9), diag(m1)); in TEST_F() 257 mat3 m3(vec3(4, 3, 0), vec3(3, 2, 0), vec3(0, 0, 1)); in TEST_F()
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/frameworks/libs/systemui/weathereffects/graphics/assets/shaders/ |
D | simplex3d.agsl | 30 vec3 hash(vec3 p) { 46 return vec3(sin(float(v.x)), cos(float(v.y)), sin(float(v.z))); 57 half simplex3d(vec3 p) { 59 vec3 s = floor(p + (p.x + p.y + p.z) * SKEW); 62 vec3 u = s - (s.x + s.y + s.z) * UNSKEW; 66 vec3 c0 = p - u; 90 // Encode x0-y0, y0-z0, z0-x0 in a vec3 91 vec3 en = c0 - c0.yzx; 94 en = step(vec3(0.), en); 97 vec3 offset1 = en * (1. - en.zxy); // find max [all …]
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D | rain_constants.agsl | 19 const vec3 highlightColor = vec3(1.); // white 21 const vec3 contactShadowColor = vec3(0.); // black 23 const vec3 dropTint = vec3(1.); // white
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D | utils.agsl | 89 vec3 normalBlend(vec3 b, vec3 f, float o) { 93 vec3 normalBlendWithWhiteSrc(vec3 b, float o) { 107 vec3 normalBlendNotPremultiplied(vec3 b, vec3 f, float o) {
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D | simplex2d.agsl | 53 vec3 w = max(0.5 - vec3(dot(v0, v0), dot(v1, v1), dot(v2, v2)), 0.0); 56 vec3 n = w * vec3(dot(v0, g0), dot(v1, g1), dot(v2, g2)); 58 return dot(n, vec3(32.0));
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D | color_grading_lut.agsl | 54 vec3 colorTmp = color.rgb * SLICE_LAST_IDX; 57 vec3 colorFloor = floor(colorTmp) * SLICE_LAST_IDX_INV; 64 vec3 colorCeil = ceil(colorTmp) * SLICE_LAST_IDX_INV;
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D | rain_glass_layer.agsl | 65 vec3 staticRain = generateStaticGlassRain(uv, screenAspectRatio, time, intensity); 78 vec3 sampledColor = texture.eval(fragCoord + uvDiffractionOffsets * s).rgb;
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D | rain_shower_layer.agsl | 41 vec3 drawSplashes(vec2 uv, vec2 fragCoord, vec3 color) {
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/frameworks/native/libs/ui/include/ui/ |
D | Transform.h | 73 const vec3& operator [] (size_t i) const; // returns column i 104 vec3 transform(const vec3& v) const; 120 vec3 v[3]; 121 inline const vec3& operator [] (size_t i) const { return v[i]; } 122 inline vec3& operator [] (size_t i) { return v[i]; }
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D | ShadowSettings.h | 40 vec3 lightPos = vec3();
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/frameworks/native/libs/ui/include_vndk/ui/ |
D | Transform.h | 73 const vec3& operator [] (size_t i) const; // returns column i 104 vec3 transform(const vec3& v) const; 120 vec3 v[3]; 121 inline const vec3& operator [] (size_t i) const { return v[i]; } 122 inline vec3& operator [] (size_t i) { return v[i]; }
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/frameworks/native/include/ui/ |
D | Transform.h | 73 const vec3& operator [] (size_t i) const; // returns column i 104 vec3 transform(const vec3& v) const; 120 vec3 v[3]; 121 inline const vec3& operator [] (size_t i) const { return v[i]; } 122 inline vec3& operator [] (size_t i) { return v[i]; }
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/frameworks/native/services/surfaceflinger/Effects/ |
D | Daltonizer.cpp | 95 const vec3& lms_r(rgb2lms[0].rgb); in update() 97 const vec3& lms_b(rgb2lms[2].rgb); in update() 99 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update() 104 const vec3 p0 = cross(lms_w, lms_b); // protanopia/deuteranopia in update() 105 const vec3 p1 = cross(lms_w, lms_r); // tritanopia in update()
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/frameworks/base/core/res/res/raw/ |
D | color_fade_frag.frag | 12 vec3 rgb = pow(color.rgb * opacity, vec3(gamma));
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/frameworks/native/libs/tonemap/include/tonemap/ |
D | tonemap.h | 81 vec3 linearRGB; 83 vec3 xyz;
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/frameworks/native/libs/renderengine/tests/ |
D | RenderEngineTest.cpp | 75 vec3 EOTF_PQ(vec3 color) { in EOTF_PQ() 76 return vec3(EOTF_PQ(color.r), EOTF_PQ(color.g), EOTF_PQ(color.b)); in EOTF_PQ() 86 vec3 EOTF_HLG(vec3 color) { in EOTF_HLG() 87 return vec3(EOTF_HLG(color.r), EOTF_HLG(color.g), EOTF_HLG(color.b)); in EOTF_HLG() 98 vec3 OETF_sRGB(vec3 linear) { in OETF_sRGB() 99 return vec3(sign(linear.r) * OETF_sRGB(linear.r), sign(linear.g) * OETF_sRGB(linear.g), in OETF_sRGB() 453 shadow.lightPos = vec3(casterPos.x, casterPos.y, 0); in getShadowSettings() 596 void tonemap(ui::Dataspace sourceDataspace, std::function<vec3(vec3)> eotf, 597 std::function<vec3(vec3, float)> scaleOotf); 1393 void RenderEngineTest::tonemap(ui::Dataspace sourceDataspace, std::function<vec3(vec3)> eotf, in tonemap() argument [all …]
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/frameworks/native/services/surfaceflinger/tests/ |
D | BufferGeneratorShader.h | 347 static const android::vec3 SPHERICAL_HARMONICS[4] =
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/frameworks/native/libs/ui/ |
D | Transform.cpp | 109 const vec3& Transform::operator [] (size_t i) const { in operator []() 152 vec3& v(mMatrix[i]); in reset() 237 vec3 Transform::transform(const vec3& v) const { in transform() 238 vec3 r; in transform()
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | types.h | 29 using vec3 = vec3f; variable
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/frameworks/av/media/libstagefright/renderfright/include/renderengine/ |
D | LayerSettings.h | 116 vec3 lightPos = vec3();
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