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Searched refs:vec2 (Results 1 – 25 of 58) sorted by relevance

123

/aosp12/frameworks/native/libs/renderengine/gl/
H A DGLSkiaShadowPort.cpp244 vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f); in fillInCircleVerts()
382 vec2 outerVec = vec2(outerRadius - umbraInset, -outerRadius - umbraInset); in fillInRRectVerts()
389 vec2 diagVec = vec2(diagVal, diagVal); in fillInRRectVerts()
396 position[vertexCount] = vec2(xInner[i], yInner[i]); in fillInRRectVerts()
402 position[vertexCount] = vec2(xOuter[i], yInner[i]); in fillInRRectVerts()
407 position[vertexCount] = vec2(xOuter[i], yMid[i]); in fillInRRectVerts()
412 position[vertexCount] = vec2(xOuter[i], yOuter[i]); in fillInRRectVerts()
417 position[vertexCount] = vec2(xMid[i], yOuter[i]); in fillInRRectVerts()
580 vec2 spotOffset; in getSpotShadowGeometry()
625 vec2 upperLeftOffset = vec2(spotShadowRect.left - casterRect.left + dr, in getSpotShadowGeometry()
[all …]
/aosp12/frameworks/av/media/libstagefright/renderfright/gl/
H A DGLSkiaShadowPort.cpp244 vec2 center = vec2(bounds.getWidth() / 2.0f, bounds.getHeight() / 2.0f); in fillInCircleVerts()
382 vec2 outerVec = vec2(outerRadius - umbraInset, -outerRadius - umbraInset); in fillInRRectVerts()
389 vec2 diagVec = vec2(diagVal, diagVal); in fillInRRectVerts()
396 position[vertexCount] = vec2(xInner[i], yInner[i]); in fillInRRectVerts()
402 position[vertexCount] = vec2(xOuter[i], yInner[i]); in fillInRRectVerts()
407 position[vertexCount] = vec2(xOuter[i], yMid[i]); in fillInRRectVerts()
412 position[vertexCount] = vec2(xOuter[i], yOuter[i]); in fillInRRectVerts()
417 position[vertexCount] = vec2(xMid[i], yOuter[i]); in fillInRRectVerts()
580 vec2 spotOffset; in getSpotShadowGeometry()
625 vec2 upperLeftOffset = vec2(spotShadowRect.left - casterRect.left + dr, in getSpotShadowGeometry()
[all …]
/aosp12/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/
H A Dfullscreen_vertex_shader.inl23 "layout(location = 0) in vec2 iUV; \n"
24 "out vec2 uv; \n"
27 " vec2 positions[3]; \n"
28 " positions[0] = vec2(-1.0f, 3.0f); \n"
29 " positions[1] = vec2(-1.0f, -1.0f); \n"
30 " positions[2] = vec2(3.0f, -1.0f); \n"
31 " vec2 uvs[3]; \n"
32 " uvs[0] = vec2(0.0f, -1.0f); \n"
33 " uvs[1] = vec2(0.0f, 1.0f); \n"
34 " uvs[2] = vec2(2.0f, 1.0f); \n"
H A Dforward_tonemap.inl27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
31 "in vec2 uv; \n"
34 "vec3 ScaleOffset(in vec3 samplePt, in vec2 so) \n"
42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
H A Drgba_inverse_tonemap.inl27 …"layout(location = 3) uniform vec2 tSO; …
29 …"layout(location = 4) uniform vec2 xSO; …
31 …"in vec2 uv; …
34 …"vec3 ScaleOffset(in vec3 samplePt, in vec2 so) …
42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
/aosp12/hardware/qcom/display/msm8998/gpu_tonemapper/
H A Dfullscreen_vertex_shader.inl23 "layout(location = 0) in vec2 iUV; \n"
24 "out vec2 uv; \n"
27 " vec2 positions[3]; \n"
28 " positions[0] = vec2(-1.0f, 3.0f); \n"
29 " positions[1] = vec2(-1.0f, -1.0f); \n"
30 " positions[2] = vec2(3.0f, -1.0f); \n"
31 " vec2 uvs[3]; \n"
32 " uvs[0] = vec2(0.0f, -1.0f); \n"
33 " uvs[1] = vec2(0.0f, 1.0f); \n"
34 " uvs[2] = vec2(2.0f, 1.0f); \n"
H A Dforward_tonemap.inl27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
31 "in vec2 uv; \n"
34 "vec3 ScaleOffset(in vec3 samplePt, in vec2 so) \n"
42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
H A Drgba_inverse_tonemap.inl27 …"layout(location = 3) uniform vec2 tSO; …
29 …"layout(location = 4) uniform vec2 xSO; …
31 …"in vec2 uv; …
34 …"vec3 ScaleOffset(in vec3 samplePt, in vec2 so) …
42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
/aosp12/hardware/qcom/display/msm8909/gpu_tonemapper/
H A Dfullscreen_vertex_shader.inl23 "layout(location = 0) in vec2 iUV; \n"
24 "out vec2 uv; \n"
27 " vec2 positions[3]; \n"
28 " positions[0] = vec2(-1.0f, 3.0f); \n"
29 " positions[1] = vec2(-1.0f, -1.0f); \n"
30 " positions[2] = vec2(3.0f, -1.0f); \n"
31 " vec2 uvs[3]; \n"
32 " uvs[0] = vec2(0.0f, -1.0f); \n"
33 " uvs[1] = vec2(0.0f, 1.0f); \n"
34 " uvs[2] = vec2(2.0f, 1.0f); \n"
H A Dforward_tonemap.inl27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
31 "in vec2 uv; \n"
34 "vec3 ScaleOffset(in vec3 samplePt, in vec2 so) \n"
42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
H A Drgba_inverse_tonemap.inl27 …"layout(location = 3) uniform vec2 tSO; …
29 …"layout(location = 4) uniform vec2 xSO; …
31 …"in vec2 uv; …
34 …"vec3 ScaleOffset(in vec3 samplePt, in vec2 so) …
42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
/aosp12/hardware/qcom/sdm845/display/gpu_tonemapper/
H A Dfullscreen_vertex_shader.inl23 "layout(location = 0) in vec2 iUV; \n"
24 "out vec2 uv; \n"
27 " vec2 positions[3]; \n"
28 " positions[0] = vec2(-1.0f, 3.0f); \n"
29 " positions[1] = vec2(-1.0f, -1.0f); \n"
30 " positions[2] = vec2(3.0f, -1.0f); \n"
31 " vec2 uvs[3]; \n"
32 " uvs[0] = vec2(0.0f, -1.0f); \n"
33 " uvs[1] = vec2(0.0f, 1.0f); \n"
34 " uvs[2] = vec2(2.0f, 1.0f); \n"
H A Dforward_tonemap.inl27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
31 "in vec2 uv; \n"
34 "vec3 ScaleOffset(in vec3 samplePt, in vec2 so) \n"
42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
H A Drgba_inverse_tonemap.inl27 …"layout(location = 3) uniform vec2 tSO; …
29 …"layout(location = 4) uniform vec2 xSO; …
31 …"in vec2 uv; …
34 …"vec3 ScaleOffset(in vec3 samplePt, in vec2 so) …
42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
/aosp12/hardware/qcom/sm7250/display/gpu_tonemapper/
H A Dfullscreen_vertex_shader.inl23 "layout(location = 0) in vec2 iUV; \n"
24 "out vec2 uv; \n"
27 " vec2 positions[3]; \n"
28 " positions[0] = vec2(-1.0f, 3.0f); \n"
29 " positions[1] = vec2(-1.0f, -1.0f); \n"
30 " positions[2] = vec2(3.0f, -1.0f); \n"
31 " vec2 uvs[3]; \n"
32 " uvs[0] = vec2(0.0f, -1.0f); \n"
33 " uvs[1] = vec2(0.0f, 1.0f); \n"
34 " uvs[2] = vec2(2.0f, 1.0f); \n"
H A Dforward_tonemap.inl27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
31 "in vec2 uv; \n"
34 "vec3 ScaleOffset(in vec3 samplePt, in vec2 so) \n"
42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
H A Drgba_inverse_tonemap.inl27 …"layout(location = 3) uniform vec2 tSO; …
29 …"layout(location = 4) uniform vec2 xSO; …
31 …"in vec2 uv; …
34 …"vec3 ScaleOffset(in vec3 samplePt, in vec2 so) …
42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
/aosp12/hardware/qcom/sm8150/display/gpu_tonemapper/
H A Dfullscreen_vertex_shader.inl23 "layout(location = 0) in vec2 iUV; \n"
24 "out vec2 uv; \n"
27 " vec2 positions[3]; \n"
28 " positions[0] = vec2(-1.0f, 3.0f); \n"
29 " positions[1] = vec2(-1.0f, -1.0f); \n"
30 " positions[2] = vec2(3.0f, -1.0f); \n"
31 " vec2 uvs[3]; \n"
32 " uvs[0] = vec2(0.0f, -1.0f); \n"
33 " uvs[1] = vec2(0.0f, 1.0f); \n"
34 " uvs[2] = vec2(2.0f, 1.0f); \n"
H A Dforward_tonemap.inl27 "layout(location = 3) uniform vec2 tSO; \n"
29 "layout(location = 4) uniform vec2 xSO; \n"
31 "in vec2 uv; \n"
34 "vec3 ScaleOffset(in vec3 samplePt, in vec2 so) \n"
42 "vec2 flipped = vec2(uv.x, 1.0f - uv.y); \n"
46 "float r = texture(xform, vec2(adj.r, 0.5f)).r; \n"
47 "float g = texture(xform, vec2(adj.g, 0.5f)).g; \n"
48 "float b = texture(xform, vec2(adj.b, 0.5f)).b; \n"
H A Drgba_inverse_tonemap.inl27 …"layout(location = 3) uniform vec2 tSO; …
29 …"layout(location = 4) uniform vec2 xSO; …
31 …"in vec2 uv; …
34 …"vec3 ScaleOffset(in vec3 samplePt, in vec2 so) …
42 …"vec2 flipped = vec2(uv.x, 1.0f - uv.y); …
49 …"float r = texture(xform, vec2(adj.r, 0.5f)).r; …
50 …"float g = texture(xform, vec2(adj.g, 0.5f)).g; …
51 …"float b = texture(xform, vec2(adj.b, 0.5f)).b; …
/aosp12/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
H A Dnumeric.h67 static inline vec2i Round(const vec2& v) { in Round()
83 static inline vec2 MapPoint(const vec2& pt, const R1& from, const R2& to) { in MapPoint()
84 vec2 normalized((pt - vec2(from.p1)).array() / vec2(from.GetSize()).array()); in MapPoint()
85 return (normalized * vec2(to.GetSize())) + vec2(to.p1); in MapPoint()
152 inline mat3 ScaleMatrix(const vec2& scale_xy) { in ScaleMatrix()
156 inline mat3 TranslationMatrix(const vec2& translation) { in TranslationMatrix()
164 inline vec2 TransformPoint(const mat3& m, const vec2& p) { in TransformPoint()
168 inline vec2 TransformVector(const mat3& m, const vec2& p) { in TransformVector()
/aosp12/frameworks/native/libs/ui/
H A DTransform.cpp225 vec2 Transform::transform(const vec2& v) const { in transform()
226 vec2 r; in transform()
243 return transform(vec2(x, y)); in transform()
252 vec2 lt( bounds.left, bounds.top ); in transform()
253 vec2 rt( bounds.right, bounds.top ); in transform()
254 vec2 lb( bounds.left, bounds.bottom ); in transform()
278 vec2 lt(bounds.left, bounds.top); in transform()
279 vec2 rt(bounds.right, bounds.top); in transform()
280 vec2 lb(bounds.left, bounds.bottom); in transform()
281 vec2 rb(bounds.right, bounds.bottom); in transform()
[all …]
/aosp12/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/
H A DQuaternion.java55 double[] vec2 = normal(v2); in set() local
56 double[] axis = normal(cross(vec1, vec2)); in set()
57 double angle = Math.acos(dot(vec1, vec2)); in set()
63 double[] vec2 = normal(v2); in calcAngle() local
64 return Math.acos(Math.min(dot(vec1, vec2), 1)); in calcAngle()
69 double[] vec2 = normal(v2); in calcAxis() local
70 return normal(cross(vec1, vec2)); in calcAxis()
/aosp12/frameworks/base/core/res/res/raw/
H A Dcolor_fade_vert.vert3 attribute vec2 position;
4 attribute vec2 uv;
5 varying vec2 UV;
/aosp12/system/bt/gd/common/
H A Dcircular_buffer_test.cc47 auto vec2 = buffer.Pull(); in TEST() local
49 ASSERT_FALSE(vec2.empty()); in TEST()
65 auto vec2 = buffer.Pull(); in TEST() local
67 ASSERT_TRUE(vec2.empty()); in TEST()

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