/system/core/libpixelflinger/ |
fixed.cpp | 78 return gglMulx(n, gglRecip(d)); 99 x = gglMulx(x, ggl_sqrt_reciproc_approx_tab[0])>>1; 102 x = gglMulx((x>>1),(0x30000 - gglMulx(gglMulx(a,x),x))); 103 x = gglMulx((x>>1),(0x30000 - gglMulx(gglMulx(a,x),x)));
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raster.cpp | 198 int32_t s0 = Ucr - gglMulx(dsdx, x); // s0 = Ucr - x * dsdx 199 int32_t t0 = Vcr - gglMulx(dtdy, y); // t0 = Vcr - y * dtdy
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scanline.cpp | 464 gglMulAddx(fragment->c[1], sf.c[1], gglMulx(fb->c[1], df.c[1])); 466 gglMulAddx(fragment->c[2], sf.c[2], gglMulx(fb->c[2], df.c[2])); 468 gglMulAddx(fragment->c[3], sf.c[3], gglMulx(fb->c[3], df.c[3])); 476 gglMulAddx(fragment->c[0], sf.c[0], gglMulx(fb->c[0], df.c[0])); [all...] |
trap.cpp | 391 const GGLfixed norm = gglMulx(width, gglSqrtRecipx(nx*nx+ny*ny), 4); 392 nx = gglMulx(nx, norm, 21); 393 ny = gglMulx(ny, norm, 21); 1071 int cf = gglMulx((dx >> 1) + (l_min_i + FIXED_ONE - l_max), dy, [all...] |
/system/core/include/private/pixelflinger/ |
ggl_fixed.h | 110 inline GGLfixed gglMulx(GGLfixed x, GGLfixed y, int shift) CONST; 111 inline GGLfixed gglMulx(GGLfixed x, GGLfixed y, int shift) { 196 inline GGLfixed gglMulx(GGLfixed a, GGLfixed b, int shift) CONST; 197 inline GGLfixed gglMulx(GGLfixed a, GGLfixed b, int shift) { 217 inline GGLfixed gglMulx(GGLfixed a, GGLfixed b) CONST; 218 inline GGLfixed gglMulx(GGLfixed a, GGLfixed b) { 219 return gglMulx(a, b, 16);
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/frameworks/base/opengl/libagl/ |
primitives.cpp | 279 // make sure all final shifts are not > 32, because gglMulx 288 m_dx01 = gglMulx(m_dx01, d, s); 289 m_dy10 = gglMulx(m_dy10, d, s); 290 m_dx20 = gglMulx(m_dx20, d, s); 291 m_dy02 = gglMulx(m_dy02, d, s); 321 int32_t dcdx = gglMulAddx(dc01, m_dy02, gglMulx(dc02, m_dy10, s), s); 322 int32_t dcdy = gglMulAddx(dc02, m_dx01, gglMulx(dc01, m_dx20, s), s); 324 gglMulx(dcdy, m_y0, TRI_FRACTION_BITS), TRI_FRACTION_BITS)); 338 int32_t dcdx = gglMulAddx(dc01, m_dy02, gglMulx(dc02, m_dy10, s), s); 339 int32_t dcdy = gglMulAddx(dc02, m_dx01, gglMulx(dc01, m_dx20, s), s) [all...] |
vertex.cpp | 72 v->window.x = gglMulAddx(gglMulx(v->clip.x, rw, 16), m[ 0], m[12], 28); 73 v->window.y = gglMulAddx(gglMulx(v->clip.y, rw, 16), m[ 5], m[13], 28); 77 v->window.z = gglMulAddx(gglMulx(v->clip.z, rw, 16), m[10], m[14], 28);
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light.cpp | 121 return clampF(gglMulx((c->fog.end - ((z<0)?-z:z)), c->fog.invEndMinusStart)); 125 const float e = fixedToFloat(gglMulx(c->fog.density, ((z<0)?-z:z))); 130 const float e = fixedToFloat(gglMulx(c->fog.density, z)); 142 d[0] = gglMulx(m[0], s); 143 d[1] = gglMulx(m[1], s); 144 d[2] = gglMulx(m[2], s); 172 d[0] = gglMulx(m0[0], m1[0]); 173 d[1] = gglMulx(m0[1], m1[1]); 174 d[2] = gglMulx(m0[2], m1[2]);
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texture.cpp | 728 int32_t s0 = Ucr - gglMulx(dsdx, x); // s0 = Ucr - x * dsdx 729 int32_t t0 = (Vcr+Hcr) - gglMulx(dtdy, y); // t0 = (Vcr+Hcr) - y*dtdy [all...] |