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  /external/guava/guava-tests/test/com/google/common/collect/
TransposedTableTest.java 22 * Test cases for {@link Tables#transpose}.
32 Table<String, Integer, Character> table = Tables.transpose(original);
40 assertSame(original, Tables.transpose(Tables.transpose(original)));
45 Table<String, Integer, Character> transpose = Tables.transpose(original); local
47 assertEquals((Character) 'a', transpose.get("foo", 1));
52 Table<String, Integer, Character> transpose = Tables.transpose(original); local
53 transpose.put("foo", 1, 'a')
59 Table<String, Integer, Character> transpose = Tables.transpose(original); local
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  /external/mesa3d/src/glsl/builtins/tools/
generate_transposeGLSL.py 9 print trantype + " transpose(" + origtype + " m)\n{"
12 # The obvious implementation of transpose
  /cts/tests/tests/media/src/android/media/cts/
JetPlayerTest.java 94 int transpose = 0; local
96 assertTrue(mJetPlayer.queueJetSegmentMuteArray(segmentNum, libNum, repeatCount, transpose,
105 assertTrue(mJetPlayer.queueJetSegmentMuteArray(segmentNum, libNum, repeatCount, transpose,
119 int transpose = 0; local
121 mJetPlayer.queueJetSegment(segmentNum, libNum, repeatCount, transpose, muteFlags, userID);
125 transpose = -1;
126 mJetPlayer.queueJetSegment(segmentNum, libNum, repeatCount, transpose, muteFlags, userID);
129 transpose = 0;
130 mJetPlayer.queueJetSegment(segmentNum, libNum, repeatCount, transpose, muteFlags, userID);
  /external/sonivox/jet_tools/JetCreator/
JetDebug.py 40 print("transpose: %d" % queueSeg.transpose)
53 print("transpose: %d" % segment.transpose)
  /packages/apps/Camera/jni/feature_stab/db_vlvm/
db_bundle.h 34 Solve for update dx such that diagmult(1+lambda,transpose(J)%J)%dx= -Jtf
51 Solve for update dx such that diagmult(1+lambda,transpose(J)%J)%dx= -Jtf
  /packages/apps/LegacyCamera/jni/feature_stab/db_vlvm/
db_bundle.h 34 Solve for update dx such that diagmult(1+lambda,transpose(J)%J)%dx= -Jtf
51 Solve for update dx such that diagmult(1+lambda,transpose(J)%J)%dx= -Jtf
  /external/jpeg/
jpegtran.1 89 .B \-transpose
90 Transpose image (across UL-to-LR axis).
93 Transverse transpose (across UR-to-LL axis).
95 The transpose transformation has no restrictions regarding image dimensions.
103 transformation set. As stated, transpose is able to flip the entire image
108 of transpose and flip operations; for consistency, their actions on edge
110 transpose-and-flip sequence.
  /external/qemu/distrib/jpeg-6b/
jpegtran.1 89 .B \-transpose
90 Transpose image (across UL-to-LR axis).
93 Transverse transpose (across UR-to-LL axis).
95 The transpose transformation has no restrictions regarding image dimensions.
103 transformation set. As stated, transpose is able to flip the entire image
108 of transpose and flip operations; for consistency, their actions on edge
110 transpose-and-flip sequence.
  /external/mesa3d/src/glsl/builtins/profiles/
120.frag 246 mat2 transpose(mat2 m);
247 mat3 transpose(mat3 m);
248 mat4 transpose(mat4 m);
250 mat2x3 transpose(mat3x2 m);
251 mat3x2 transpose(mat2x3 m);
253 mat2x4 transpose(mat4x2 m);
254 mat4x2 transpose(mat2x4 m);
256 mat3x4 transpose(mat4x3 m);
257 mat4x3 transpose(mat3x4 m);
120.vert 248 mat2 transpose(mat2 m);
249 mat3 transpose(mat3 m);
250 mat4 transpose(mat4 m);
252 mat2x3 transpose(mat3x2 m);
253 mat3x2 transpose(mat2x3 m);
255 mat2x4 transpose(mat4x2 m);
256 mat4x2 transpose(mat2x4 m);
258 mat3x4 transpose(mat4x3 m);
259 mat4x3 transpose(mat3x4 m);
  /frameworks/av/media/libstagefright/codecs/on2/h264dec/omxdl/arm_neon/vc/m4p10/src/
armVCM4P10_TransformResidual4x4_s.s 101 ;// Transpose the 4x4 matrix *
103 ;// Transpose the 4x4 result matrix *
134 ;// Transpose the resultant matrix
  /external/webkit/Source/WebCore/platform/graphics/gpu/
TexShader.cpp 66 m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/);
70 m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/);
ConvolutionShader.cpp 104 m_context->uniformMatrix3fv(m_matrixLocation, false /*transpose*/, matrix, 1 /*count*/);
108 m_context->uniformMatrix3fv(m_texMatrixLocation, false /*transpose*/, texMatrix, 1 /*count*/);
LoopBlinnShader.cpp 48 m_context->uniformMatrix4fv(m_worldViewProjectionLocation, false /*transpose*/, matrix, 1 /*count*/);
  /frameworks/native/services/sensorservice/
mat.h 283 // transpose. this handles matrices of matrices
284 inline int PURE transpose(int v) { return v; } function in namespace:android
285 inline float PURE transpose(float v) { return v; } function in namespace:android
286 inline double PURE transpose(double v) { return v; } function in namespace:android
288 // Transpose a matrix
290 mat<TYPE, R, C> PURE transpose(const mat<TYPE, C, R>& m) { function in namespace:android
294 r[i][j] = transpose(m[j][i]);
321 // Transpose a vector
327 mat<TYPE, SIZE, 1> PURE transpose(const VEC<TYPE, SIZE>& v) { function in namespace:android
330 r[i][0] = transpose(v[i])
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  /frameworks/av/media/libstagefright/codecs/on2/h264dec/omxdl/arm11/vc/m4p10/src/
armVCM4P10_TransformResidual4x4_s.s 59 ;// Transpose for Row operations (Rows to cols)
86 ;// Transpose for colulmn operations
139 ;// Transpose the 4x4 matrix *
141 ;// Transpose the 4x4 result matrix *
155 ;// Transpose the matrix inorder to perform row ops as coloumn ops
240 ;// Transpose the resultant matrix
  /external/webkit/Source/WebCore/bindings/v8/custom/
V8WebGLRenderingContextCustom.cpp 680 // * glUniformMatrix2fv(GLint location, GLboolean transpose, Array data);
681 // * glUniformMatrix2fv(GLint location, GLboolean transpose, Float32Array data);
682 // * glUniformMatrix3fv(GLint location, GLboolean transpose, Array data);
683 // * glUniformMatrix3fv(GLint location, GLboolean transpose, Float32Array data);
684 // * glUniformMatrix4fv(GLint location, GLboolean transpose, Array data);
685 // * glUniformMatrix4fv(GLint location, GLboolean transpose, Float32Array data);
702 bool transpose = args[1]->BooleanValue(); local
708 case 2: context->uniformMatrix2fv(location, transpose, array, ec); break;
709 case 3: context->uniformMatrix3fv(location, transpose, array, ec); break;
710 case 4: context->uniformMatrix4fv(location, transpose, array, ec); break
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  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
UniformBinding.java 62 * The normal matrix. The inverse transpose of the worldview matrix.
83 * The world matrix inverse transpose. Converts a normals from Model space
  /external/libvpx/vp8/encoder/arm/neon/
vp8_shortwalsh4x4_neon.asm 28 ;transpose d2, d3, d4, d5. Then, d2=ip[0], d3=ip[1], d4=ip[2], d5=ip[3]
45 ;transpose d2, d3, d4, d5. Then, d2=ip[0], d3=ip[4], d4=ip[8], d5=ip[12]
fastfdct8x4_neon.asm 39 ;transpose d2, d4, d6, d8. Then, d2=ip[0], d4=ip[1], d6=ip[2], d8=ip[3]
40 ;transpose d3, d5, d7, d9. Then, d3=ip[0], d5=ip[1], d7=ip[2], d9=ip[3]
95 ;transpose d2, d4, d6, d8. Then, d2=ip[0], d4=ip[4], d6=ip[8], d8=ip[12]
96 ;transpose d3, d5, d7, d9. Then, d3=ip[0], d5=ip[4], d7=ip[8], d9=ip[12]
  /external/mksh/src/
emacsfn.h 77 FN(transpose, "transpose-chars", 0)
  /external/bison/src/
relation.h 47 /* Destructively transpose *R_ARG, of size N. */
  /external/libyuv/files/source/
rotate_priv.h 57 // Doing a transpose with reversing the read/write
  /frameworks/rs/
rsMatrix2x2.cpp 58 void Matrix2x2::transpose() { function in class:Matrix2x2
rsMatrix2x2.h 42 void transpose();

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