/frameworks/native/libs/math/tests/ |
D | vec_test.cpp | 32 vec4 v4; in TEST_F() 35 EXPECT_EQ(sizeof(vec4), sizeof(float)*4); in TEST_F() 42 vec4 v0; in TEST_F() 48 vec4 v1(1); in TEST_F() 54 vec4 v2(1, 2, 3, 4); in TEST_F() 60 vec4 v3(v2); in TEST_F() 66 vec4 v4(v3.xyz, 42); in TEST_F() 72 vec4 v5(vec3(v2.xy, 42), 24); in TEST_F() 86 vec4 v0(1, 2, 3, 4); in TEST_F() 114 vec4 v0(1, 2, 3, 4); in TEST_F() [all …]
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D | mat_test.cpp | 71 mat4 m2(vec4(2)); in TEST_F() 78 mat4 m4(vec4(1), vec4(2), vec4(3), vec4(4)); in TEST_F() 85 mat4 m2(vec4(2)); in TEST_F() 108 EXPECT_EQ(mat4(vec4(-1, 0, 0, 0), in TEST_F() 109 vec4(0, -1, 0, 0), in TEST_F() 110 vec4(0, 0, -1, 0), in TEST_F() 111 vec4(0, 0, 0, -1)), m0); in TEST_F() 122 mat4 m1(vec4(1, 2, 3, 4), vec4(5, 6, 7, 8), vec4(9, 10, 11, 12), vec4(13, 14, 15, 16)); in TEST_F() 123 mat4 m2(vec4(1, 5, 9, 13), vec4(2, 6, 10, 14), vec4(3, 7, 11, 15), vec4(4, 8, 12, 16)); in TEST_F() 126 EXPECT_EQ(vec4(1, 6, 11, 16), diag(m1)); in TEST_F() [all …]
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/frameworks/base/core/res/res/raw/ |
D | color_fade_vert.vert | 9 vec4 transformed_uv = tex_matrix * vec4(uv.x, uv.y, 1.0, 1.0); 11 gl_Position = proj_matrix * vec4(position.x, position.y, 0.0, 1.0);
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D | color_fade_frag.frag | 11 vec4 color = texture2D(texUnit, UV); 13 gl_FragColor = vec4(rgb, 1.0);
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/frameworks/base/packages/SystemUI/res/raw/ |
D | image_wallpaper_fragment_shader.glsl | 25 vec4 transform(vec3 diffuse) { 69 return vec4(diffuse.r, diffuse.g, diffuse.b, 1.); 74 vec4 fragColor = texture2D(uTexture, vTextureCoordinates);
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D | image_wallpaper_vertex_shader.glsl | 1 attribute vec4 aPosition;
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/frameworks/native/services/surfaceflinger/ |
D | BufferLayer.cpp | 232 mat4 tr = mat4::translate(vec4(.5, .5, 0, 1)) * mat4::scale(vec4(1, -1, 1, 1)) * in prepareClientLayer() 233 mat4::translate(vec4(-.5, -.5, 0, 1)) * in prepareClientLayer() 234 mat4::translate(vec4(translateX, translateY, 0, 1)) * in prepareClientLayer() 235 mat4::scale(vec4(scaleWidth, scaleHeight, 1.0, 1.0)); in prepareClientLayer()
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D | SurfaceFlinger.cpp | 5152 vec4{luminance.r + mGlobalSaturationFactor, luminance.r, luminance.r, 0.0f}, in updateColorMatrixLocked() 5153 vec4{luminance.g, luminance.g + mGlobalSaturationFactor, luminance.g, 0.0f}, in updateColorMatrixLocked() 5154 vec4{luminance.b, luminance.b, luminance.b + mGlobalSaturationFactor, 0.0f}, in updateColorMatrixLocked() 5155 vec4{0.0f, 0.0f, 0.0f, 1.0f} in updateColorMatrixLocked() 6061 const vec4 clipTL = vec4(sourceCrop.left, sourceCrop.top, 0, 1); in renderScreenImplLocked() 6062 const vec4 clipBR = vec4(sourceCrop.right, sourceCrop.bottom, 0, 1); in renderScreenImplLocked() 6063 const vec4 rotClipTL = rotMatrix * clipTL; in renderScreenImplLocked() 6064 const vec4 rotClipBR = rotMatrix * clipBR; in renderScreenImplLocked() 6072 const mat4 displacementMat = mat4::translate(vec4(displacementX, displacementY, 0, 1)); in renderScreenImplLocked()
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/frameworks/native/services/surfaceflinger/tests/ |
D | BufferGeneratorShader.h | 353 static const android::vec4 TRIANGLE[3] = {{-1.0f, -1.0f, 1.0f, 1.0f},
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D | BufferGenerator.cpp | 258 void bindVec4(GLint location, vec4 v) const { glUniform4f(location, v.x, v.y, v.z, v.w); } in bindVec4() 308 mProgram->bindVec4(0, vec4{width, height, 1.0f / width, 1.0f / height}); in BufferGenerator()
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
D | types.h | 34 using vec4 = vec4f; variable
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/frameworks/native/services/surfaceflinger/Effects/ |
D | Daltonizer.cpp | 83 const vec3 lms_w((rgb2lms * vec4(1)).rgb); in update()
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/frameworks/native/libs/math/include/math/ |
D | vec4.h | 115 typedef details::TVec4<float> vec4; typedef
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/frameworks/native/libs/renderengine/tests/ |
D | RenderEngineTest.cpp | 520 settings.colorTransform = mat4::scale(vec4(1, 0, 0, 1)); in fillBufferWithColorTransform() 648 layer.source.buffer.textureTransform = mat4::scale(vec4(0.2, 0.2, 1, 1)); in fillRedBufferTextureTransform() 745 settings.globalTransform = mat4::scale(vec4(2, 4, 0, 1)); in clearLeftRegion()
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/frameworks/native/libs/renderengine/gl/ |
D | GLESRenderEngine.cpp | 799 const vec4 leftTopCoordinate(bounds.left, bounds.top, 1.0, 1.0); in handleRoundedCorners() 800 const vec4 rightBottomCoordinate(bounds.right, bounds.bottom, 1.0, 1.0); in handleRoundedCorners() 801 const vec4 leftTopCoordinateInBuffer = transformMatrix * leftTopCoordinate; in handleRoundedCorners() 802 const vec4 rightBottomCoordinateInBuffer = transformMatrix * rightBottomCoordinate; in handleRoundedCorners()
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