/external/swiftshader/src/Shader/ |
D | ShaderCore.hpp | 72 class Vector4f class 75 Vector4f(); 76 Vector4f(float x, float y, float z, float w); 77 Vector4f(const Vector4f &rhs); 80 Vector4f &operator=(const Vector4f &rhs); 112 Float4 dot2(const Vector4f &v0, const Vector4f &v1); 113 Float4 dot3(const Vector4f &v0, const Vector4f &v1); 114 Float4 dot4(const Vector4f &v0, const Vector4f &v1); 154 Register &operator=(const Vector4f &rhs) in operator =() 164 operator Vector4f() in operator Vector4f() [all …]
|
D | PixelProgram.hpp | 61 Vector4f c[RENDERTARGETS]; 65 Vector4f vPos; 66 Vector4f vFace; 69 Vector4f p0; 85 …void sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Ve… 86 …void sampleTexture(Vector4f &c, int sampler, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f … 89 void clampColor(Vector4f oC[RENDERTARGETS]); 93 Vector4f fetchRegister(const Src &src, unsigned int offset = 0); 94 Vector4f readConstant(const Src &src, unsigned int offset = 0); 104 void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1); [all …]
|
D | VertexProgram.hpp | 41 Vector4f a0; 43 Vector4f p0; 69 Vector4f fetchRegister(const Src &src, unsigned int offset = 0); 70 Vector4f readConstant(const Src &src, unsigned int offset = 0); 76 void M3X2(Vector4f &dst, Vector4f &src0, Src &src1); 77 void M3X3(Vector4f &dst, Vector4f &src0, Src &src1); 78 void M3X4(Vector4f &dst, Vector4f &src0, Src &src1); 79 void M4X3(Vector4f &dst, Vector4f &src0, Src &src1); 80 void M4X4(Vector4f &dst, Vector4f &src0, Src &src1); 82 void BREAKC(Vector4f &src0, Vector4f &src1, Control); [all …]
|
D | ShaderCore.cpp | 158 Vector4f::Vector4f() in Vector4f() function in sw::Vector4f 162 Vector4f::Vector4f(float x, float y, float z, float w) in Vector4f() function in sw::Vector4f 170 Vector4f::Vector4f(const Vector4f &rhs) in Vector4f() function in sw::Vector4f 178 Vector4f &Vector4f::operator=(const Vector4f &rhs) in operator =() 188 Float4 &Vector4f::operator[](int i) in operator []() 492 Float4 dot2(const Vector4f &v0, const Vector4f &v1) in dot2() 497 Float4 dot3(const Vector4f &v0, const Vector4f &v1) in dot3() 502 Float4 dot4(const Vector4f &v0, const Vector4f &v1) in dot4() 589 void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination) in mov() 604 void ShaderCore::neg(Vector4f &dst, const Vector4f &src) in neg() [all …]
|
D | SamplerCore.hpp | 36 …exture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Sam… 37 …mpleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vecto… 40 …exture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Sam… 50 …void sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float… 51 …void sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float … 52 …void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod,… 53 …void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lo… 54 …void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lo… 55 …lta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Sam… 56 …oat &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Sam… [all …]
|
D | VertexPipeline.hpp | 34 void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position); 37 Vector4f transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogenous); 38 Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous); 39 …Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenou… 40 Vector4f normalize(Vector4f &src);
|
D | VertexPipeline.cpp | 40 …Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool hom… in transformBlend() 42 Vector4f dst; in transformBlend() 109 Vector4f pos0; in transformBlend() 110 Vector4f pos1; in transformBlend() 124 Vector4f pos0; in transformBlend() 125 Vector4f pos1; in transformBlend() 126 Vector4f pos2; in transformBlend() 141 Vector4f pos0; in transformBlend() 142 Vector4f pos1; in transformBlend() 143 Vector4f pos2; in transformBlend() [all …]
|
D | PixelProgram.cpp | 78 oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f); in applyShader() 122 Vector4f d; in applyShader() 123 Vector4f s0; in applyShader() 124 Vector4f s1; in applyShader() 125 Vector4f s2; in applyShader() 126 Vector4f s3; in applyShader() 127 Vector4f s4; in applyShader() 366 Vector4f pDst; // FIXME: Rename in applyShader() 651 Vector4f color = c[index]; in rasterOperation() 666 …xelProgram::sampleTexture(Vector4f &c, const Src &sampler, Float4 &u, Float4 &v, Float4 &w, Float4… in sampleTexture() [all …]
|
D | PixelRoutine.hpp | 54 void fogBlend(Vector4f &c0, Float4 &fog); 61 void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); 62 …void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, I… 82 …void blendFactor(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFact… 83 …void blendFactorAlpha(const Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, Blen…
|
D | VertexProgram.cpp | 135 Vector4f d; in program() 136 Vector4f s0; in program() 137 Vector4f s1; in program() 138 Vector4f s2; in program() 139 Vector4f s3; in program() 140 Vector4f s4; in program() 369 Vector4f pDst; // FIXME: Rename in program() 661 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset) in fetchRegister() 663 Vector4f reg; in fetchRegister() 735 Vector4f mod; in fetchRegister() [all …]
|
D | SamplerCore.cpp | 36 void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c) in applySwizzle() 57 …exture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Sam… in sampleTexture() 62 …exture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &dsx, Vector4f &dsy, Sam… in sampleTexture() 131 Vector4f cf; in sampleTexture() 296 …mpleTexture(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vecto… in sampleTexture() 544 const Vector4f col(c); in sampleTexture() 1100 …void SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Flo… in sampleFloatFilter() 1106 Vector4f cc; in sampleFloatFilter() 1175 …void SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Floa… in sampleFloatAniso() 1185 Vector4f cSum; in sampleFloatAniso() [all …]
|
D | PixelPipeline.hpp | 66 void convertFixed12(Vector4s &cs, Vector4f &cf); 68 void convertSigned12(Vector4f &cf, Vector4s &cs);
|
D | VertexRoutine.hpp | 61 Vector4f readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
|
/external/eigen/bench/ |
D | sparse_trisolver.cpp | 191 Vector4f b = Vector4f::Random(); in main() 192 Vector4f x = Vector4f::Random(); in main() 206 Vector4f b = Vector4f::Random(); in main() 207 Vector4f x = Vector4f::Random(); in main()
|
/external/eigen/doc/ |
D | StlContainers.dox | 22 std::map<int, Eigen::Vector4f> 26 std::map<int, Eigen::Vector4f, std::less<int>, 27 Eigen::aligned_allocator<std::pair<const int, Eigen::Vector4f> > > 39 std::vector<Eigen::Vector4f,Eigen::aligned_allocator<Eigen::Vector4f> > 57 …Vector4f>, some Eigen::Vector4f objects will be passed by value, which discards any alignment modi…
|
/external/eigen/demos/opengl/ |
D | quaternion_demo.cpp | 238 glLightfv(GL_LIGHT0, GL_AMBIENT, Vector4f(0.5,0.5,0.5,1).data()); in drawScene() 239 glLightfv(GL_LIGHT0, GL_DIFFUSE, Vector4f(0.5,1,0.5,1).data()); in drawScene() 240 glLightfv(GL_LIGHT0, GL_SPECULAR, Vector4f(1,1,1,1).data()); in drawScene() 241 glLightfv(GL_LIGHT0, GL_POSITION, Vector4f(-sqrt3,-sqrt3,sqrt3,0).data()); in drawScene() 243 glLightfv(GL_LIGHT1, GL_AMBIENT, Vector4f(0,0,0,1).data()); in drawScene() 244 glLightfv(GL_LIGHT1, GL_DIFFUSE, Vector4f(1,0.5,0.5,1).data()); in drawScene() 245 glLightfv(GL_LIGHT1, GL_SPECULAR, Vector4f(1,1,1,1).data()); in drawScene() 246 glLightfv(GL_LIGHT1, GL_POSITION, Vector4f(-sqrt3,sqrt3,-sqrt3,0).data()); in drawScene() 248 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Vector4f(0.7, 0.7, 0.7, 1).data()); in drawScene() 249 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vector4f(0.8, 0.75, 0.6, 1).data()); in drawScene() [all …]
|
D | camera.cpp | 262 Vector4f b = invModelview * Vector4f(a.x(), a.y(), a.z(), 1.); in unProject()
|
/external/eigen/test/ |
D | unalignedassert.cpp | 111 construct_at_boundary<Vector4f>(16); in unalignedassert() 151 VERIFY_RAISES_ASSERT(construct_at_boundary<Vector4f>(8)); in unalignedassert()
|
D | dynalloc.cpp | 132 CALL_SUBTEST( check_custom_new_delete<Vector4f>() ); in test_dynalloc() 142 CALL_SUBTEST(check_dynaligned<Vector4f>() ); in test_dynalloc()
|
D | stddeque_overload.cpp | 16 EIGEN_DEFINE_STL_DEQUE_SPECIALIZATION(Vector4f) 140 CALL_SUBTEST_1(check_stddeque_matrix(Vector4f())); in test_stddeque_overload()
|
D | stdvector_overload.cpp | 16 EIGEN_DEFINE_STL_VECTOR_SPECIALIZATION(Vector4f) 143 CALL_SUBTEST_1(check_stdvector_matrix(Vector4f())); in test_stdvector_overload()
|
D | array_reverse.cpp | 141 Vector4f x; x << 1, 2, 3, 4; in test_array_reverse() 142 Vector4f y; y << 4, 3, 2, 1; in test_array_reverse()
|
D | cuda_basic.cu | 165 CALL_SUBTEST( run_and_compare_to_cuda(prod_test<Matrix4f,Vector4f>(), nthreads, in, out) ); in test_cuda_basic() 168 CALL_SUBTEST( run_and_compare_to_cuda(diagonal<Matrix4f,Vector4f>(), nthreads, in, out) ); in test_cuda_basic()
|
D | stdlist_overload.cpp | 16 EIGEN_DEFINE_STL_LIST_SPECIALIZATION(Vector4f) 174 CALL_SUBTEST_1(check_stdlist_matrix(Vector4f())); in test_stdlist_overload()
|
D | sizeof.cpp | 36 CALL_SUBTEST(verifySizeOf(Vector4f()) ); in test_sizeof()
|