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    Searched refs:VL_BLOCK_WIDTH (Results 1 - 5 of 5) sorted by null

  /external/mesa3d/src/gallium/auxiliary/vl/
vl_defines.h 35 #define VL_BLOCK_WIDTH 8
vl_zscan.c 112 (float)VL_BLOCK_WIDTH / zscan->buffer_width,
150 ureg_imm1f(shader, 1.0f / (zscan->blocks_per_line * VL_BLOCK_WIDTH)
347 const unsigned total_size = blocks_per_line * VL_BLOCK_WIDTH * VL_BLOCK_HEIGHT;
360 VL_BLOCK_WIDTH * blocks_per_line,
373 res_tmpl.width0 = VL_BLOCK_WIDTH * blocks_per_line;
401 for (x = 0; x < VL_BLOCK_WIDTH; ++x) {
402 float addr = patched_layout[x + y * VL_BLOCK_WIDTH] +
403 i * VL_BLOCK_WIDTH * VL_BLOCK_HEIGHT;
407 f[i * VL_BLOCK_WIDTH + y * pitch + x] = addr;
497 res_tmpl.width0 = VL_BLOCK_WIDTH * zscan->blocks_per_line
    [all...]
vl_idct.c 165 * scale = (VL_BLOCK_WIDTH, VL_BLOCK_HEIGHT) / (dst.width, dst.height)
167 * t_vpos = vpos + 7 / VL_BLOCK_WIDTH
175 (float)VL_BLOCK_WIDTH / idct->buffer_width,
286 * scale = (VL_BLOCK_WIDTH, VL_BLOCK_HEIGHT) / (dst.width, dst.height)
298 (float)VL_BLOCK_WIDTH / idct->buffer_width,
310 calc_addr(shader, o_r_addr, vrect, ureg_imm1f(shader, 0.0f), true, true, VL_BLOCK_WIDTH / 4);
417 (float)VL_BLOCK_WIDTH / idct->buffer_width,
422 ureg_imm1f(shader, VL_BLOCK_WIDTH / idct->nr_of_render_targets));
425 calc_addr(shader, o_l_addr, vrect, ureg_imm1f(shader, 0.0f), false, false, VL_BLOCK_WIDTH / 4);
693 VL_BLOCK_WIDTH / 4
    [all...]
vl_mc.c 234 (float)VL_BLOCK_WIDTH / r->buffer_width * VL_MACROBLOCK_WIDTH / r->macroblock_size,
430 rs_state.point_size = VL_BLOCK_WIDTH;
vl_mpeg12_decoder.c 99 res_tmpl.width0 = dec->blocks_per_line * VL_BLOCK_WIDTH * VL_BLOCK_HEIGHT;
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