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Searched refs:Vector4f (Results 1 – 25 of 43) sorted by relevance

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/external/swiftshader/src/Shader/
DShaderCore.hpp72 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()
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DPixelProgram.hpp61 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);
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DVertexProgram.hpp41 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);
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DShaderCore.cpp158 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()
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DSamplerCore.hpp36 …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…
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DVertexPipeline.hpp34 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);
39Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenou…
40 Vector4f normalize(Vector4f &src);
DVertexPipeline.cpp40Vector4f 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()
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DPixelProgram.cpp78 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()
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DPixelRoutine.hpp54 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…
DVertexProgram.cpp135 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()
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DSamplerCore.cpp36 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()
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DPixelPipeline.hpp66 void convertFixed12(Vector4s &cs, Vector4f &cf);
68 void convertSigned12(Vector4f &cf, Vector4s &cs);
DVertexRoutine.hpp61 Vector4f readStream(Pointer<Byte> &buffer, UInt &stride, const Stream &stream, const UInt &index);
/external/eigen/bench/
Dsparse_trisolver.cpp191 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/
DStlContainers.dox22 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> >
57Vector4f>, some Eigen::Vector4f objects will be passed by value, which discards any alignment modi…
/external/eigen/demos/opengl/
Dquaternion_demo.cpp238 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()
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Dcamera.cpp262 Vector4f b = invModelview * Vector4f(a.x(), a.y(), a.z(), 1.); in unProject()
/external/eigen/test/
Dunalignedassert.cpp111 construct_at_boundary<Vector4f>(16); in unalignedassert()
151 VERIFY_RAISES_ASSERT(construct_at_boundary<Vector4f>(8)); in unalignedassert()
Ddynalloc.cpp132 CALL_SUBTEST( check_custom_new_delete<Vector4f>() ); in test_dynalloc()
142 CALL_SUBTEST(check_dynaligned<Vector4f>() ); in test_dynalloc()
Dstddeque_overload.cpp16 EIGEN_DEFINE_STL_DEQUE_SPECIALIZATION(Vector4f)
140 CALL_SUBTEST_1(check_stddeque_matrix(Vector4f())); in test_stddeque_overload()
Dstdvector_overload.cpp16 EIGEN_DEFINE_STL_VECTOR_SPECIALIZATION(Vector4f)
143 CALL_SUBTEST_1(check_stdvector_matrix(Vector4f())); in test_stdvector_overload()
Darray_reverse.cpp141 Vector4f x; x << 1, 2, 3, 4; in test_array_reverse()
142 Vector4f y; y << 4, 3, 2, 1; in test_array_reverse()
Dcuda_basic.cu165 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()
Dstdlist_overload.cpp16 EIGEN_DEFINE_STL_LIST_SPECIALIZATION(Vector4f)
174 CALL_SUBTEST_1(check_stdlist_matrix(Vector4f())); in test_stdlist_overload()
Dsizeof.cpp36 CALL_SUBTEST(verifySizeOf(Vector4f()) ); in test_sizeof()

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