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Searched refs:flipped (Results 1 – 18 of 18) sorted by relevance

/hardware/google/gfxstream/common/etc/
Detc.cpp224 etc1_uint32 low, bool second, bool flipped, bool isPunchthroughAlpha, in decode_subblock() argument
230 if (flipped) { in decode_subblock()
238 if (flipped) { in decode_subblock()
433 bool flipped = (high & 1) != 0; in etc2_decode_rgb_block() local
434 decode_subblock(pOut, r1, g1, b1, tableA, low, false, flipped, in etc2_decode_rgb_block()
436 decode_subblock(pOut, r2, g2, b2, tableB, low, true, flipped, in etc2_decode_rgb_block()
509 etc1_byte* pColors, bool flipped, bool second) { in etc_average_colors_subblock() argument
514 if (flipped) { in etc_average_colors_subblock()
597 etc_compressed* pCompressed, bool flipped, bool second, in etc_encode_subblock_helper() argument
600 if (flipped) { in etc_encode_subblock_helper()
[all …]
/hardware/google/gfxstream/guest/mesa/src/util/format/
Dtexcompress_etc_tmp.h30 int flipped; in TAG() local
109 block->flipped = (src[3] & 0x1); in TAG()
128 blk = (block->flipped) ? (y >= 2) : (x >= 2); in TAG()
/hardware/google/gfxstream/host/vulkan/emulated_textures/shaders/
DEtc2ShaderLib.comp189 bool flipped, bool isPunchthroughAlpha, bool opaque) {
193 if (flipped) {
201 if (flipped) {
275 bool flipped = ((high & 1) != 0);
277 decode_subblock(ret, r1, g1, b1, tableA, low, false, flipped, isPunchthroughAlpha, opaque);
278 decode_subblock(ret, r2, g2, b2, tableB, low, true, flipped, isPunchthroughAlpha, opaque);
/hardware/qcom/sm7250/display/gpu_tonemapper/
Dforward_tonemap.inl42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
43 "vec4 rgb = texture(externalTexture, flipped); \n"
Drgba_inverse_tonemap.inl42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
/hardware/qcom/display/msm8909/gpu_tonemapper/
Dforward_tonemap.inl42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
43 "vec4 rgb = texture(externalTexture, flipped); \n"
Drgba_inverse_tonemap.inl42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
/hardware/qcom/display/msm8998/gpu_tonemapper/
Dforward_tonemap.inl42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
43 "vec4 rgb = texture(externalTexture, flipped); \n"
Drgba_inverse_tonemap.inl42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
/hardware/qcom/sm8150/display/gpu_tonemapper/
Dforward_tonemap.inl42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
43 "vec4 rgb = texture(externalTexture, flipped); \n"
Drgba_inverse_tonemap.inl42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
Dforward_tonemap.inl42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
43 "vec4 rgb = texture(externalTexture, flipped); \n"
Drgba_inverse_tonemap.inl42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
43 …"vec4 rgb_premulalpha = texture(externalTexture, flipped); …
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/appendices/
DVK_KHR_object_refresh.adoc22 inadvertently flipped.
DVK_QCOM_render_pass_transform.adoc133 Other display systems such as projectors might require a flipped transform.
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/
Draytraversal.adoc474 then the middle triangle with ordering flipped, then nearest vertex 1 then
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/chapters/VK_EXT_opacity_micromap/
Dmicromaps.adoc1166 continuous winding, some triangles are flipped and wound differently.
/hardware/google/gfxstream/codegen/vulkan/vulkan-docs-next/
DChangeLog.adoc10563 just a documentation bug that it was flipped to lower-left (internal