Lines Matching refs:LR
8072 +// Variables to keep track of the mosaic computation progress for both LR & HR.
8123 + if(tWidth[LR]>180)
8124 + quarter_res[LR] = true;
8301 + tWidth[LR] = int(width / H2L_FACTOR);
8302 + tHeight[LR] = int(height / H2L_FACTOR);
8306 + tImage[LR][i] = ImageUtils::allocateImage(tWidth[LR], tHeight[LR],
8312 + AllocateTextureMemory(tWidth[HR], tHeight[HR], tWidth[LR], tHeight[LR]);
8320 + ImageUtils::freeImage(tImage[LR][i]);
8395 + ConvertYVUAiToPlanarYVU(tImage[LR][frame_number_LR], gPreviewImage[LR],
8396 + tWidth[LR], tHeight[LR]);
8400 + ret_code = AddFrame(LR, frame_number_LR, gTRS);
8456 + tHeight[HR], tImage[LR][frame_number_LR]);
8460 + decodeYUV444SP(gPreviewImage[LR], tImage[LR][frame_number_LR],
8461 + gPreviewImageWidth[LR], gPreviewImageHeight[LR]);
8464 + ret_code = AddFrame(LR, frame_number_LR, gTRS);
8510 + gProgress[LR] = 0.0;
8513 + gCancelComputation[LR] = false;
8516 + Init(LR,MAX_FRAMES);
8525 + gCancelComputation[LR] = cancel_computation;
8530 + return (jint) gProgress[LR];
8580 + gProgress[LR] = TIME_PERCENT_ALIGN;
8582 + ret = Finalize(LR);
8584 + gProgress[LR] = 100.0;
25942 +// to the {0,gPreviewImageWidth[LR]} input image frame coordinate system before
26250 + gPreviewImageWidth[LR] = widthLR;
26251 + gPreviewImageHeight[LR] = heightLR;
26256 + gPreviewImage[LR] = ImageUtils::allocateImage(gPreviewImageWidth[LR],
26257 + gPreviewImageHeight[LR], 4);
26258 + ClearPreviewImage(LR);
26336 + ImageUtils::freeImage(gPreviewImage[LR]);
26365 + gSurfTexRenderer[LR].InitializeGLProgram();
26367 + gYVURenderer[LR].InitializeGLProgram();
26374 + gBufferInput[LR].InitializeGLContext();
26376 + gBufferInputYVU[LR].InitializeGLContext();
26402 + gUILayoutScalingX = ((float) (PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[LR])
26403 + / (PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[LR]) * PREVIEW_FBO_HEIGHT_SCALE)
26419 + gUILayoutScalingY = ((float) (PREVIEW_FBO_WIDTH_SCALE * gPreviewImageWidth[LR])
26420 + / (PREVIEW_FBO_HEIGHT_SCALE * gPreviewImageHeight[LR]) * PREVIEW_FBO_HEIGHT_SCALE)
26435 + gBufferInput[LR].Init(gPreviewImageWidth[LR],
26436 + gPreviewImageHeight[LR], GL_RGBA);
26441 + gBufferInputYVU[LR].Init(gPreviewImageWidth[LR],
26442 + gPreviewImageHeight[LR], GL_RGBA);
26448 + ClearPreviewImage(LR);
26455 + gSurfTexRenderer[LR].SetupGraphics(&gBufferInput[LR]);
26456 + gSurfTexRenderer[LR].Clear(0.0, 0.0, 0.0, 1.0);
26457 + gSurfTexRenderer[LR].SetViewportMatrix(1, 1, 1, 1);
26458 + gSurfTexRenderer[LR].SetScalingMatrix(1.0f, -1.0f);
26459 + gSurfTexRenderer[LR].SetInputTextureName(gSurfaceTextureID[0]);
26460 + gSurfTexRenderer[LR].SetInputTextureType(GL_TEXTURE_EXTERNAL_OES_ENUM);
26469 + gYVURenderer[LR].SetupGraphics(&gBufferInputYVU[LR]);
26470 + gYVURenderer[LR].Clear(0.0, 0.0, 0.0, 1.0);
26471 + gYVURenderer[LR].SetInputTextureName(gBufferInput[LR].GetTextureName());
26472 + gYVURenderer[LR].SetInputTextureType(GL_TEXTURE_2D);
26513 + gSurfTexRenderer[LR].SetSTMatrix((float*) stmat);
26518 + gSurfTexRenderer[LR].DrawTexture(g_dAffinetransIdentGL);
26542 + gYVURenderer[LR].DrawTexture();
26546 + // Bind to the input LR FBO and read the Low-Res data from there...
26547 + glBindFramebuffer(GL_FRAMEBUFFER, gBufferInputYVU[LR].GetFrameBufferName());
26551 + gBufferInput[LR].GetWidth(),
26552 + gBufferInput[LR].GetHeight(),
26555 + gPreviewImage[LR]);
26557 + checkGlError("glReadPixels LR");
26671 +const int LR = 0; // Low-resolution mode