/external/libunwind/doc/ |
libunwind.tex | 201 \section{Cross-platform and Multi-platform Unwinding} 212 \emph{cross-platform} unwinding. 214 The principle behind supporting native, cross-platform, and 217 \Opt{-l}\File{unwind}. For cross-platform unwinding, a program 222 unwinding works exactly like cross-platform unwinding, the only 231 targeting a cross-platform will result in a link-time error 312 For example, to (cross-)unwind an IA-64 program, the linker switch
|
/external/chromium_org/ui/gfx/geometry/ |
vector3d_f.cc | 66 void Vector3dF::Cross(const Vector3dF& other) {
|
/development/ndk/sources/android/ndk_helper/ |
vecmath.h | 457 Vec3 Cross( const Vec3& rhs ) 717 Vec3 Cross( const Vec3& rhs )
|
/external/chromium_org/third_party/WebKit/Source/platform/ |
Cursor.h | 42 Cross,
|
/external/chromium_org/third_party/skia/src/utils/ |
SkCamera.cpp | 52 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) { 53 SkASSERT(cross); 55 // use x,y,z, in case &a == cross or &b == cross 61 cross->set(x, y, z); 215 SkUnit3D axis, zenith, cross; local 229 SkUnit3D::Cross(axis, zenith, &cross); 237 orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX) [all...] |
/external/skia/src/utils/ |
SkCamera.cpp | 52 void SkUnit3D::Cross(const SkUnit3D& a, const SkUnit3D& b, SkUnit3D* cross) { 53 SkASSERT(cross); 55 // use x,y,z, in case &a == cross or &b == cross 61 cross->set(x, y, z); 215 SkUnit3D axis, zenith, cross; local 229 SkUnit3D::Cross(axis, zenith, &cross); 237 orien->set(SkMatrix::kMScaleX, x * axis.fX - z * cross.fX) [all...] |
/external/deqp/modules/glshared/ |
glsBuiltinPrecisionTests.cpp | [all...] |