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  /prebuilt/sdk/12/renderscript/clang-include/
smmintrin.h 65 /* SSE4 Packed Blending Intrinsics. */
  /prebuilt/sdk/13/renderscript/clang-include/
smmintrin.h 65 /* SSE4 Packed Blending Intrinsics. */
  /prebuilt/sdk/14/renderscript/clang-include/
smmintrin.h 65 /* SSE4 Packed Blending Intrinsics. */
  /system/media/mca/filterpacks/videosrc/java/
MediaSource.java 130 // on to the backdropper filter. The backdropper only does the blending
  /system/core/libpixelflinger/
scanline.cpp 247 "(clear) blending 0/0", scanline_clear, init_y_noop },
425 static void blending(context_t* c, pixel_t* fragment, pixel_t* fb);
452 void blending(context_t* c, pixel_t* fragment, pixel_t* fb) function in namespace:android
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  /frameworks/media/libvideoeditor/vss/src/
M4xVSS_API.c     [all...]
  /external/webkit/PerformanceTests/PageLoad/svg/files/
crawfish2_ganson.svg 52 <switch a:adobe-blending-mode="multiply" a:adobe-opacity-share="1" i:objectNS="http://ns.adobe.com/ImageReplacement/1.0/" i:objectType="replaceable-image" id="XMLID_2_" opacity="0.8" transform="matrix(1 0 0 1 136 165)">
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  /frameworks/base/media/java/android/media/videoeditor/
MediaArtistNativeHelper.java 931 /** Blending percentage [0..100] 0 = no blending. */
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  /external/mesa3d/docs/
news.html 900 - blending clipped glDrawPixels didn't always work
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  /frameworks/ex/carousel/java/com/android/ex/carousel/
carousel.rs 744 // Set alpha for blending between the textures
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  /system/media/mca/filterpacks/videoproc/java/
BackDropperFilter.java 153 // Mask value to start blending away from background
155 // Mask value to start blending away from foreground
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  /external/chromium/chrome/browser/ui/gtk/download/
download_item_gtk.cc 587 // Lighten the color by blending it with the download item body color. These
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  /external/chromium/chrome/browser/ui/views/
status_bubble_views.cc 443 // DrawStringInt doesn't handle alpha, so we'll do the blending ourselves.
  /external/mesa3d/src/pixelflinger2/
llvm_scanline.cpp 298 // blending, so convert src to <4 x i32>
  /external/quake/quake/src/QW/dxsdk/sdk/inc/
d3dtypes.h 700 D3DRENDERSTATE_BLENDENABLE = 27, /* TRUE to enable alpha blending */
  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DTYPES.H 700 D3DRENDERSTATE_BLENDENABLE = 27, /* TRUE to enable alpha blending */
  /frameworks/base/docs/html/guide/practices/ui_guidelines/
icon_design_status_bar.jd 98 backdrop</strong>, with alpha blending used for smooth edges and internal texture where
  /frameworks/base/docs/html/guide/topics/graphics/
hardware-accel.jd 379 android.graphics.Paint} parameter to apply color filters, special blending modes, or opacity to a
  /frameworks/base/media/jni/mediaeditor/
VideoEditorClasses.cpp     [all...]
  /external/chromium/chrome/browser/ui/gtk/
find_bar_gtk.cc 818 // (*cough*Clearlooks*cough*) don't do any blending and use thickness to
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  /external/quake/quake/src/QW/client/
gl_rmain.c 662 // draw sprites seperately, because of alpha blending
  /frameworks/base/core/java/android/widget/
ImageView.java     [all...]
  /frameworks/base/docs/html/guide/topics/renderscript/
graphics.jd 533 testing, setup various blending modes for effects like transparency and define write masks
  /frameworks/base/graphics/java/android/graphics/drawable/
GradientDrawable.java 285 of the fill (if any) without worrying about blending artifacts.
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  /frameworks/base/media/tests/MediaFrameworkTest/src/com/android/mediaframeworktest/performance/
VideoEditorPerformance.java 412 * TransitionSpiral_QVGA.jpg , blending percent = 50%, invert = true;
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