/frameworks/base/services/core/java/com/android/server/wm/ |
DisplayContent.java | 228 boolean rotated = (orientation == Surface.ROTATION_90 230 final int physWidth = rotated ? mBaseDisplayHeight : mBaseDisplayWidth; 231 final int physHeight = rotated ? mBaseDisplayWidth : mBaseDisplayHeight;
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/hardware/intel/img/psb_video/src/ |
pnw_rotate.c | 549 /*notify hwc that rotated buffer is ready to use. 667 drv_debug_msg(VIDEO_DEBUG_GENERAL,"Create rotated buffer. width=%d, height=%d\n", width, height); 725 /*notify hwc that rotated buffer is ready to use.
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/external/ImageMagick/ImageMagick/api/ |
morphology.html | 83 <p>The special flags will expand a single kernel, into a list of rotated kernels. A '@' flag will expand a 3x3 kernel into a list of 45-degree cyclic rotations, while a '>' will generate a list of 90-degree rotations. The '<' also exands using 90-degree rotates, but giving a 180-degree reflected kernel before the +/- 90-degree rotations, which can be important for Thinning operations.</p> 148 <dd> Blur:{radius},{sigma}[,{angle}] Generates a 1 dimensional or linear gaussian blur, at the angle given (current restricted to orthogonal angles). If a 'radius' is given the kernel is clipped to a width of 2*radius+1. Kernel can be rotated by a 90 degree angle. </dd> 154 <dd> Comet:{width},{sigma},{angle} Blur in one direction only, much like how a bright object leaves a comet like trail. The Kernel is actually half a gaussian curve, Adding two such blurs in opposite directions produces a Blur Kernel. Angle can be rotated in multiples of 90 degrees. </dd> 166 <dd> The 3x3 kernels (most of these) can be circularly rotated in multiples of 45 degrees to generate the 8 angled varients of each of the kernels. </dd> 222 <dd> WARNING: The above was layed out as per http://www.math.tau.ac.il/~turkel/notes/edge_detectors.pdf But rotated 90 degrees so direction is from left rather than the top. I have yet to find any secondary confirmation of the above. The only other source found was actual source code at http://ltswww.epfl.ch/~courstiv/exos_labos/sol3.pdf Neigher paper defineds the kernels in a way that looks locical or correct when taken as a whole. </dd> [all...] |
/external/ImageMagick/www/api/ |
morphology.html | 87 <p>The special flags will expand a single kernel, into a list of rotated kernels. A '@' flag will expand a 3x3 kernel into a list of 45-degree cyclic rotations, while a '>' will generate a list of 90-degree rotations. The '<' also exands using 90-degree rotates, but giving a 180-degree reflected kernel before the +/- 90-degree rotations, which can be important for Thinning operations.</p> 152 <dd> Blur:{radius},{sigma}[,{angle}] Generates a 1 dimensional or linear gaussian blur, at the angle given (current restricted to orthogonal angles). If a 'radius' is given the kernel is clipped to a width of 2*radius+1. Kernel can be rotated by a 90 degree angle. </dd> 158 <dd> Comet:{width},{sigma},{angle} Blur in one direction only, much like how a bright object leaves a comet like trail. The Kernel is actually half a gaussian curve, Adding two such blurs in opposite directions produces a Blur Kernel. Angle can be rotated in multiples of 90 degrees. </dd> 170 <dd> The 3x3 kernels (most of these) can be circularly rotated in multiples of 45 degrees to generate the 8 angled varients of each of the kernels. </dd> 226 <dd> WARNING: The above was layed out as per http://www.math.tau.ac.il/~turkel/notes/edge_detectors.pdf But rotated 90 degrees so direction is from left rather than the top. I have yet to find any secondary confirmation of the above. The only other source found was actual source code at http://ltswww.epfl.ch/~courstiv/exos_labos/sol3.pdf Neigher paper defineds the kernels in a way that looks locical or correct when taken as a whole. </dd> [all...] |
morphology.php | 83 <p>The special flags will expand a single kernel, into a list of rotated kernels. A '@' flag will expand a 3x3 kernel into a list of 45-degree cyclic rotations, while a '>' will generate a list of 90-degree rotations. The '<' also exands using 90-degree rotates, but giving a 180-degree reflected kernel before the +/- 90-degree rotations, which can be important for Thinning operations.</p> 148 <dd> Blur:{radius},{sigma}[,{angle}] Generates a 1 dimensional or linear gaussian blur, at the angle given (current restricted to orthogonal angles). If a 'radius' is given the kernel is clipped to a width of 2*radius+1. Kernel can be rotated by a 90 degree angle. </dd> 154 <dd> Comet:{width},{sigma},{angle} Blur in one direction only, much like how a bright object leaves a comet like trail. The Kernel is actually half a gaussian curve, Adding two such blurs in opposite directions produces a Blur Kernel. Angle can be rotated in multiples of 90 degrees. </dd> 166 <dd> The 3x3 kernels (most of these) can be circularly rotated in multiples of 45 degrees to generate the 8 angled varients of each of the kernels. </dd> 222 <dd> WARNING: The above was layed out as per http://www.math.tau.ac.il/~turkel/notes/edge_detectors.pdf But rotated 90 degrees so direction is from left rather than the top. I have yet to find any secondary confirmation of the above. The only other source found was actual source code at http://ltswww.epfl.ch/~courstiv/exos_labos/sol3.pdf Neigher paper defineds the kernels in a way that looks locical or correct when taken as a whole. </dd> [all...] |
/frameworks/base/libs/hwui/ |
PathTessellator.cpp | 251 Vector2 rotated = {-strokeOffset.y, strokeOffset.x}; local 252 referencePoint += rotated * (begin ? -1 : 1); 435 // stroke offset vector (rotated to be parallel to the stroke) 436 Vector2 rotated = {-strokeOffset.y, strokeOffset.x}; local 437 referencePoint += rotated; [all...] |
/external/webrtc/talk/media/base/ |
videoframe_unittest.h | [all...] |
videocommon_unittest.cc | 280 // Request 9:16 from VGA rotated (portrait). Expect crop.
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/external/deqp/modules/gles2/functional/ |
es2fMultisampleTests.cpp | 560 * of two triangles, rotated at different angles. The inner edge inside the 653 // Draw several quads, rotated at different angles. 689 // First four are rotated at angles angle+0, angle+90, angle+180 and angle+270. 690 // Last four are rotated the same angles as the first four, but the ordering of the last triangle's vertices is reversed. 728 // Draw a bigger-than-viewport quad, rotated at an angle depending on m_currentIteration. 790 // Draw an exactly viewport-sized quad, rotated by multiples of 90 degrees angle depending on m_currentIteration. [all...] |
/external/deqp/modules/gles3/functional/ |
es3fMultisampleTests.cpp | 728 * of two triangles, rotated at different angles. The inner edge inside the 815 // Draw several quads, rotated at different angles. 851 // First four are rotated at angles angle+0, angle+90, angle+180 and angle+270. 852 // Last four are rotated the same angles as the first four, but the ordering of the last triangle's vertices is reversed. 890 // Draw a bigger-than-viewport quad, rotated at an angle depending on m_currentIteration. [all...] |
/external/autotest/server/ |
crashcollect.py | 210 # has been erase or rotated and we just grab all of it
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/external/fonttools/Lib/fontTools/misc/ |
transform.py | 154 """Return a new transformation, rotated by 'angle' (radians).
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/external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/math/ |
Matrix4.java | 31 /** XX: Typically the unrotated X component for scaling, also the cosine of the angle when rotated on the Y and/or Z axis. On
34 /** XY: Typically the negative sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied
37 /** XZ: Typically the sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied with the
42 /** YX: Typically the sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied with the
45 /** YY: Typically the unrotated Y component for scaling, also the cosine of the angle when rotated on the X and/or Z axis. On
48 /** YZ: Typically the negative sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied
53 /** ZX: Typically the negative sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied
56 /** ZY: Typical the sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied with the
59 /** ZZ: Typically the unrotated Z component for scaling, also the cosine of the angle when rotated on the X and/or Y axis. On
[all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/ |
MeshPart.java | 122 * rendering. It calculates the untransformed (not moved, not scaled, not rotated) values. */
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/external/libgdx/gdx/src/com/badlogic/gdx/math/ |
Matrix4.java | 31 /** XX: Typically the unrotated X component for scaling, also the cosine of the angle when rotated on the Y and/or Z axis. On
34 /** XY: Typically the negative sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied
37 /** XZ: Typically the sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied with the
42 /** YX: Typically the sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied with the
45 /** YY: Typically the unrotated Y component for scaling, also the cosine of the angle when rotated on the X and/or Z axis. On
48 /** YZ: Typically the negative sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied
53 /** ZX: Typically the negative sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied
56 /** ZY: Typical the sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied with the
59 /** ZZ: Typically the unrotated Z component for scaling, also the cosine of the angle when rotated on the X and/or Y axis. On
[all...] |
/external/llvm/examples/Kaleidoscope/MCJIT/cached/ |
genk-timing.py | 148 # Initialize the variable names to be rotated
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/external/llvm/examples/Kaleidoscope/MCJIT/lazy/ |
genk-timing.py | 148 # Initialize the variable names to be rotated
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/external/llvm/test/CodeGen/X86/ |
block-placement.ll | 937 ; 2) The exiting edge from the loop which is rotated to be laid out at the 945 ; First rotated loop top. 952 ; Second rotated loop top 956 ; Third rotated loop top
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/external/opencv3/doc/tutorials/core/basic_geometric_drawing/ |
basic_geometric_drawing.markdown | 146 - The ellipse is rotated **angle** degrees
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/external/opencv3/doc/tutorials/imgproc/imgtrans/warp_affine/ |
warp_affine.markdown | 155 -# The angle to be rotated. In OpenCV a positive angle is counter-clockwise
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/frameworks/base/core/java/android/hardware/ |
LegacySensorManager.java | 53 // which won't get the rotated values
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/frameworks/support/core-utils/gingerbread/android/support/v4/graphics/drawable/ |
RoundedBitmapDrawable.java | 182 * the edges of the bitmap only so it applies only when the drawable is rotated.
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/hardware/intel/img/hwcomposer/merrifield/common/base/ |
HwcLayer.cpp | 303 // typical case: rotated buffer is not ready or handle is null
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/hardware/invensense/6515/libsensors_iio/software/simple_apps/playback/linux/ |
datalogger_outputs.c | 290 * of an angle and an axis, in which the device has rotated through an angle @f$\theta@f$
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/hardware/qcom/display/msm8226/liboverlay/ |
overlayMdp.cpp | 172 // For interlaced, width must be multiple of 4 when rotated 90deg.
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