/aosp12/frameworks/native/libs/renderengine/gl/ |
H A D | GLSkiaShadowPort.cpp | 244 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 …]
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/aosp12/frameworks/av/media/libstagefright/renderfright/gl/ |
H A D | GLSkiaShadowPort.cpp | 244 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 …]
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/aosp12/hardware/qcom/display/msm8909w_3100/gpu_tonemapper/ |
H A D | fullscreen_vertex_shader.inl | 23 "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"
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H A D | forward_tonemap.inl | 27 "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"
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H A D | rgba_inverse_tonemap.inl | 27 …"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; …
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/aosp12/hardware/qcom/display/msm8998/gpu_tonemapper/ |
H A D | fullscreen_vertex_shader.inl | 23 "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"
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H A D | forward_tonemap.inl | 27 "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"
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H A D | rgba_inverse_tonemap.inl | 27 …"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; …
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/aosp12/hardware/qcom/display/msm8909/gpu_tonemapper/ |
H A D | fullscreen_vertex_shader.inl | 23 "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"
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H A D | forward_tonemap.inl | 27 "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"
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H A D | rgba_inverse_tonemap.inl | 27 …"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; …
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/aosp12/hardware/qcom/sdm845/display/gpu_tonemapper/ |
H A D | fullscreen_vertex_shader.inl | 23 "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"
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H A D | forward_tonemap.inl | 27 "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"
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H A D | rgba_inverse_tonemap.inl | 27 …"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; …
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/aosp12/hardware/qcom/sm7250/display/gpu_tonemapper/ |
H A D | fullscreen_vertex_shader.inl | 23 "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"
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H A D | forward_tonemap.inl | 27 "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"
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H A D | rgba_inverse_tonemap.inl | 27 …"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; …
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/aosp12/hardware/qcom/sm8150/display/gpu_tonemapper/ |
H A D | fullscreen_vertex_shader.inl | 23 "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"
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H A D | forward_tonemap.inl | 27 "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"
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H A D | rgba_inverse_tonemap.inl | 27 …"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; …
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/aosp12/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/ |
H A D | numeric.h | 67 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()
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/aosp12/frameworks/native/libs/ui/ |
H A D | Transform.cpp | 225 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 …]
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/aosp12/frameworks/rs/tests/java_api/VrDemo/src/com/example/android/rs/vr/engine/ |
H A D | Quaternion.java | 55 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()
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/aosp12/frameworks/base/core/res/res/raw/ |
H A D | color_fade_vert.vert | 3 attribute vec2 position; 4 attribute vec2 uv; 5 varying vec2 UV;
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/aosp12/system/bt/gd/common/ |
H A D | circular_buffer_test.cc | 47 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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