HomeSort by relevance Sort by last modified time
    Searched refs:uv (Results 1 - 25 of 56) sorted by null

1 2 3

  /device/asus/flo/camera/hdr/include/
morpho_image_data.h 25 void * uv; /**< UV??????|?C???^ */ member in struct:__anon1919
morpho_image_data_ex.h 27 int uv; member in struct:__anon1923
  /device/lge/mako/camera/hdr/include/
morpho_image_data.h 25 void * uv; /**< UV??????|?C???^ */ member in struct:__anon2300
morpho_image_data_ex.h 27 int uv; member in struct:__anon2304
  /hardware/qcom/camera/hdr/include/
morpho_image_data.h 25 void * uv; /**< UV??????|?C???^ */ member in struct:__anon31547
morpho_image_data_ex.h 27 int uv; member in struct:__anon31551
  /frameworks/rs/java/tests/SampleTest/src/com/android/rs/sample/
sample.rs 36 float2 uv;
37 uv.x = (float)x / destX;
38 uv.y = (float)y / destY;
40 out->xyz = convert_uchar3(rsSample(sourceAlloc, allocSampler, uv*2.0f).xyz);
  /bionic/libm/upstream-freebsd/lib/msun/src/
e_hypotl.c 25 union IEEEl2bits uv; \
27 uv.e = v; \
28 h = uv.bits.manh; \
29 l = uv.bits.manl; \
102 union IEEEl2bits uv; local
103 uv.e = t1; uv.bits.manl = 0; t1 = uv.e;
109 union IEEEl2bits uv; local
110 uv.e = y1; uv.bits.manl = 0; y1 = uv.e
    [all...]
  /frameworks/base/packages/Keyguard/src/com/android/keyguard/
KeyguardMultiUserSelectorView.java 79 KeyguardMultiUserAvatar uv = createAndAddUser(user); local
81 mActiveUserAvatar = uv;
83 uv.setActive(false, false, null);
114 KeyguardMultiUserAvatar uv = KeyguardMultiUserAvatar.fromXml( local
116 mUsersGrid.addView(uv);
117 return uv;
  /external/clang/test/CXX/expr/expr.post/expr.const.cast/
p1-0x.cpp 33 volatile unsigned uv; member in struct:A
43 unsigned &t3 = const_cast<unsigned&>(a.pred() ? a.ubf : a.uv); // expected-error {{const_cast from bit-field lvalue to reference type}}
  /external/chromium_org/third_party/skia/src/gpu/
GrPathUtils.h 55 // A 2x3 matrix that goes from the 2d space coordinates to UV space where
66 * Applies the matrix to vertex positions to compute UV coords. This
74 * UV_OFFSET is the offset of the UV values within each vertex.
89 GrPoint* uv = reinterpret_cast<GrPoint*>(uvPtr); local
90 uv->fX = sx * xy->fX + kx * xy->fY + tx;
91 uv->fY = ky * xy->fX + sy * xy->fY + ty;
  /external/skia/src/gpu/
GrPathUtils.h 55 // A 2x3 matrix that goes from the 2d space coordinates to UV space where
66 * Applies the matrix to vertex positions to compute UV coords. This
74 * UV_OFFSET is the offset of the UV values within each vertex.
89 GrPoint* uv = reinterpret_cast<GrPoint*>(uvPtr); local
90 uv->fX = sx * xy->fX + kx * xy->fY + tx;
91 uv->fY = ky * xy->fX + sy * xy->fY + ty;
  /frameworks/rs/driver/runtime/
rs_sample.c 425 float uv, uint32_t lod) {
430 float pixelUV = uv * (float)(sourceW);
457 float uv, uint32_t lod) {
460 int32_t iPixel = (int32_t)(uv * (float)(sourceW));
471 float2 uv, uint32_t lod) {
478 float pixelU = uv.x * sourceW;
479 float pixelV = uv.y * sourceH;
519 float2 uv, uint32_t lod) {
526 int2 iPixel = convert_int2(uv * dimF);
535 rsSample(rs_allocation a, rs_sampler s, float uv, float lod)
    [all...]
  /external/chromium_org/third_party/libwebp/dsp/
upsampling_sse2.c 111 #define CONVERT2RGB(FUNC, XSTEP, top_y, bottom_y, uv, \
116 FUNC(top_y[(cur_x) + n], (uv)[n], (uv)[32 + n], \
122 FUNC(bottom_y[(cur_x) + n], (uv)[64 + n], (uv)[64 + 32 + n], \
upsampling_neon.c 190 #define CONVERT2RGB_8(FMT, XSTEP, top_y, bottom_y, uv, \
193 CONVERT8(FMT, XSTEP, len, top_y, uv, top_dst, cur_x) \
196 CONVERT8(FMT, XSTEP, len, bottom_y, (uv) + 32, bottom_dst, cur_x) \
200 #define CONVERT2RGB_1(FMT, XSTEP, top_y, bottom_y, uv, \
203 CONVERT1(FMT, XSTEP, len, top_y, uv, top_dst, cur_x); \
206 CONVERT1(FMT, XSTEP, len, bottom_y, (uv) + 32, bottom_dst, cur_x); \
upsampling.c 58 const uint32_t uv = LOAD_UV(cur_u[x], cur_v[x]); /* sample */ \
60 const uint32_t avg = tl_uv + t_uv + l_uv + uv + 0x00080008u; \
62 const uint32_t diag_03 = (avg + 2 * (tl_uv + uv)) >> 3; \
73 const uint32_t uv1 = (diag_12 + uv) >> 1; \
80 l_uv = uv; \
  /external/eigen/demos/opengl/
camera.cpp 246 Vector3f Camera::unProject(const Vector2f& uv, float depth) const
249 return unProject(uv, depth, inv);
252 Vector3f Camera::unProject(const Vector2f& uv, float depth, const Matrix4f& invModelview) const
257 Vector3f a(2.*uv.x()/float(mVpWidth)-1., 2.*uv.y()/float(mVpHeight)-1., 1.);
camera.h 90 Eigen::Vector3f unProject(const Eigen::Vector2f& uv, float depth, const Eigen::Matrix4f& invModelview) const;
91 Eigen::Vector3f unProject(const Eigen::Vector2f& uv, float depth) const;
  /external/webp/src/dsp/
upsampling_sse2.c 111 #define CONVERT2RGB(FUNC, XSTEP, top_y, bottom_y, uv, \
116 FUNC(top_y[(cur_x) + n], (uv)[n], (uv)[32 + n], \
122 FUNC(bottom_y[(cur_x) + n], (uv)[64 + n], (uv)[64 + 32 + n], \
upsampling_neon.c 190 #define CONVERT2RGB_8(FMT, XSTEP, top_y, bottom_y, uv, \
193 CONVERT8(FMT, XSTEP, len, top_y, uv, top_dst, cur_x) \
196 CONVERT8(FMT, XSTEP, len, bottom_y, (uv) + 32, bottom_dst, cur_x) \
200 #define CONVERT2RGB_1(FMT, XSTEP, top_y, bottom_y, uv, \
203 CONVERT1(FMT, XSTEP, len, top_y, uv, top_dst, cur_x); \
206 CONVERT1(FMT, XSTEP, len, bottom_y, (uv) + 32, bottom_dst, cur_x); \
upsampling.c 58 const uint32_t uv = LOAD_UV(cur_u[x], cur_v[x]); /* sample */ \
60 const uint32_t avg = tl_uv + t_uv + l_uv + uv + 0x00080008u; \
62 const uint32_t diag_03 = (avg + 2 * (tl_uv + uv)) >> 3; \
73 const uint32_t uv1 = (diag_12 + uv) >> 1; \
80 l_uv = uv; \
  /external/eigen/bench/
spmv.cpp 176 boost::numeric::ublas::vector<Scalar> uv(cols), ures(rows);
177 Map<Matrix<Scalar,Dynamic,1> >(&uv[0], cols) = dv;
180 SPMV_BENCH(ublas::axpy_prod(um, uv, ures, true));
183 SPMV_BENCH(ublas::axpy_prod(boost::numeric::ublas::trans(um), uv, ures, true));
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Water/
simple_water.frag 54 vec4 readDepth(vec2 uv){
55 float depth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - texture2D(m_water_depthmap, uv).r* (m_FrustumNearFar.y-m_FrustumNearFar.x));
  /frameworks/native/cmds/flatland/
Renderers.cpp 60 mUVAttribLoc = glGetAttribLocation(mGradPgm, "uv");
90 const float uv[] = { local
102 glVertexAttribPointer(mUVAttribLoc, 2, GL_FLOAT, GL_FALSE, 0, uv);
  /packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/
NinePatchTexture.java 199 // Names for buffer names: xy, uv, index.
335 float uv[] = new float[VERTEX_BUFFER_SIZE]; local
342 uv[xIndex] = u[i];
343 uv[yIndex] = v[j];
390 mUvBuffer.put(uv, 0, pntCount * 2).position(0);

Completed in 855 milliseconds

1 2 3