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  /external/opencv3/modules/python/test/
camera_calibration.py 19 class Vec3:
29 return "<Vec3 (%s,%s,%s)>" % tuple([repr(c) for c in self.v])
31 return Vec3(*[self.v[i] + other.v[i] for i in range(3)])
33 return Vec3(*[self.v[i] - other.v[i] for i in range(3)])
35 if isinstance(other, Vec3):
36 return Vec3(*[self.v[i] * other.v[i] for i in range(3)])
38 return Vec3(*[self.v[i] * other for i in range(3)])
50 return Vec3(ay * bz - by * az, az * bx - bz * ax, ax * by - bx * ay)
65 R = Vec3(1., 0., 0.)
66 U = Vec3(0, 1., 0
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  /external/deqp/modules/gles2/scripts/
genutil.py 205 def toVec3(self): return Vec3(self.x, self.x, self.x)
263 elif isinstance(val, Vec3):
264 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
275 elif isinstance(val, Vec3):
276 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
288 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2])
321 def toVec3(self): return Vec3(self.x, self.y, 0.0)
394 class Vec3(Vec):
401 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z))
402 def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z)
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  /external/deqp/modules/gles31/functional/
es31fFboColorbufferTests.cpp 53 using tcu::Vec3;
226 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
231 const Vec3 p0 = Vec3(float(ndx % 2) - 1.0f, float(ndx / 2) - 1.0f, 0.0f);
232 const Vec3 p1 = p0 + Vec3(1.0f, 1.0f, 0.0f);
es31fTessellationTests.cpp 68 using tcu::Vec3;
95 static inline bool vec3XLessThan (const Vec3& a, const Vec3& b) { return a.x() < b.x(); }
618 bool contains (const Vec3& v) const
659 static vector<Vec3> generateReferenceTriangleTessCoords (SpacingMode spacingMode, int inner, int outer0, int outer1, int outer2)
661 vector<Vec3> tessCoords;
667 tessCoords.push_back(Vec3(1.0f, 0.0f, 0.0f));
668 tessCoords.push_back(Vec3(0.0f, 1.0f, 0.0f));
669 tessCoords.push_back(Vec3(0.0f, 0.0f, 1.0f));
678 for (int i = 0; i < outer0; i++) { const float v = (float)i / (float)outer0; tessCoords.push_back(Vec3( 0.0f, v, 1.0f - v));
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  /external/deqp/framework/referencerenderer/
rrFragmentOperations.cpp 30 using tcu::Vec3;
326 case BLENDFUNC_ZERO: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(0.0f)) break; \
327 case BLENDFUNC_ONE: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f)) break; \
329 case BLENDFUNC_ONE_MINUS_SRC_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - src.swizzle(0,1,2)) break; \
331 case BLENDFUNC_ONE_MINUS_DST_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - dst.swizzle(0,1,2)) break; \
332 case BLENDFUNC_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(src.w())) break; \
333 case BLENDFUNC_ONE_MINUS_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - src.w())) break; \
334 case BLENDFUNC_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(dst.w())) break; \
335 case BLENDFUNC_ONE_MINUS_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - dst.w())) break; \
337 case BLENDFUNC_ONE_MINUS_CONSTANT_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - blendColor.swizzle(0,1,2)) break;
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rrFragmentOperations.hpp 122 tcu::Vec3 blendSrcFactorRGB;
124 tcu::Vec3 blendDstFactorRGB;
126 tcu::Vec3 blendedRGB;
  /external/deqp/modules/glshared/
glsTextureTestUtil.cpp 179 inline float triangleInterpolate (const tcu::Vec3& v, float x, float y)
235 static float computeNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, deInt32 srcSize, const tcu::Vec3& sq)
273 static float computeNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, const tcu::IVec2& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq)
314 static float computeNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, const tcu::IVec3& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq, const tcu::Vec3& rq)
328 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
333 static inline float triDerivateX (const tcu::Vec3& s, const tcu::Vec3& w, float wx, float width, float ny
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  /external/opencv3/3rdparty/openexr/Imath/
ImathBoxAlgo.h 53 // Vec3<T> closestPointOnBox(const Vec3<T>&, const Box<Vec3<T>>& )
55 // Vec3<T> closestPointInBox(const Vec3<T>&, const Box<Vec3<T>>& )
57 // Box< Vec3<S> > transform(const Box<Vec3<S>>&, const Matrix44<T>&)
58 // Box< Vec3<S> > affineTransform(const Box<Vec3<S>>&, const Matrix44<T>&
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ImathMatrixAlgo.cpp 106 procrustesRotationAndTranslation (const Vec3<T>* A, const Vec3<T>* B, const T* weights, const size_t numPoints, const bool doScale)
246 procrustesRotationAndTranslation (const Vec3<T>* A, const Vec3<T>* B, const size_t numPoints, const bool doScale)
661 Imath::Vec3<T>& S,
901 Imath::Vec3<T>& S,
923 Imath::Vec3<float>& S,
929 Imath::Vec3<double>& S,
971 Vec3<T>& Z,
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ImathMatrix.h 220 // by computing Vec3 (src.x, src.y, 1) * m and dividing by the
410 typedef Vec3<T> BaseVecType;
474 Matrix44 (Matrix33<T> r, Vec3<T> t);
602 void multVecMatrix(const Vec3<S> &src, Vec3<S> &dst) const;
605 void multDirMatrix(const Vec3<S> &src, Vec3<S> &dst) const;
675 const Matrix44 & setEulerAngles (const Vec3<S>& r);
683 const Matrix44 & setAxisAngle (const Vec3<S>& ax, S ang);
691 const Matrix44 & rotate (const Vec3<S> &r)
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  /external/deqp/modules/gles2/performance/
es2pTextureCases.cpp 46 using tcu::Vec3;
112 Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
113 Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
114 Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
115 Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
  /external/deqp/modules/gles3/performance/
es3pTextureCases.cpp 47 using tcu::Vec3;
120 Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
121 Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
122 Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
123 Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
  /external/deqp/modules/gles3/scripts/
genutil.py 218 def toVec3(self): return Vec3(self.x, self.x, self.x)
295 elif isinstance(val, Vec3):
296 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
307 elif isinstance(val, Vec3):
308 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
346 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2])
385 def toVec3(self): return Vec3(self.x, self.y, 0.0)
483 class Vec3(Vec):
490 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z))
491 def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z)
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  /external/deqp/modules/gles31/scripts/
genutil.py 218 def toVec3(self): return Vec3(self.x, self.x, self.x)
297 elif isinstance(val, Vec3):
298 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
309 elif isinstance(val, Vec3):
310 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
348 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2])
387 def toVec3(self): return Vec3(self.x, self.y, 0.0)
485 class Vec3(Vec):
492 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z))
493 def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z)
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  /external/deqp/modules/gles3/functional/
es3fFboRenderTest.cpp 48 using tcu::Vec3;
579 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
585 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
596 sglr::drawQuad(context, texFromFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
685 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
693 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f))
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es3fClippingTests.cpp 320 tcu::Vec3 IVec3ToVec3 (const tcu::IVec3& v)
322 return tcu::Vec3((float)v.x(), (float)v.y(), (float)v.z());
352 bool twoPointClippedTriangleInvisible(const tcu::Vec3& p, const tcu::IVec3& dir1, const tcu::IVec3& dir2)
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es3fFboColorbufferTests.cpp 47 using tcu::Vec3;
301 sglr::drawQuad(*getCurrentContext(), ndx ? texToFbo1ShaderID : texToFbo0ShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
311 sglr::drawQuad(*getCurrentContext(), multiTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
443 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
448 const Vec3 p0 = Vec3(float(ndx % 2) - 1.0f, float(ndx / 2) - 1.0f, 0.0f);
449 const Vec3 p1 = p0 + Vec3(1.0f, 1.0f, 0.0f)
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es3fPixelBufferObjectTests.cpp 87 void renderTriangle (const tcu::Vec3& a, const tcu::Vec3& b, const tcu::Vec3& c);
240 "in mediump vec3 a_position;\n"
279 void ReadPixelsTest::renderTriangle (const tcu::Vec3& a, const tcu::Vec3& b, const tcu::Vec3& c)
468 renderTriangle(tcu::Vec3(x1, y1, z1), tcu::Vec3(x2, y2, z2), tcu::Vec3(x3, y3, z3))
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es3fFramebufferBlitTests.cpp 47 using tcu::Vec3;
110 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
133 sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
405 sglr::drawQuad(*getCurrentContext(), gradShaderDstID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
410 sglr::drawQuad(*getCurrentContext(), gradShaderSrcID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
543 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f))
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es3fVertexTextureTests.cpp 45 using tcu::Vec3;
129 static inline Vec3 safe2DArrayTexCoords (const Vec3& raw, const IVec3& textureSize)
131 return safeCoords(raw, textureSize, Vec3(0.5f, 0.5f, 0.0f));
134 static inline Vec3 safe3DTexCoords (const Vec3& raw, const IVec3& textureSize)
136 return safeCoords(raw, textureSize, Vec3(0.5f));
343 const Vec3 coordA = Vec3(texBoundaries[0], texBoundaries[1], texBoundaries[2]);
344 const Vec3 coordB = Vec3(texBoundaries[3], texBoundaries[4], texBoundaries[5])
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  /external/deqp/modules/gles2/functional/
es2fClippingTests.cpp 317 tcu::Vec3 IVec3ToVec3 (const tcu::IVec3& v)
319 return tcu::Vec3((float)v.x(), (float)v.y(), (float)v.z());
349 bool twoPointClippedTriangleInvisible(const tcu::Vec3& p, const tcu::IVec3& dir1, const tcu::IVec3& dir2)
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es2fShaderMatrixTests.cpp 36 * + how to reduce to vec3?
63 using tcu::Vec3;
74 static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) };
96 static const Mat4 s_constInMat4[2] = { tcu::translationMatrix(tcu::Vec3(0.2f, -0.3f, 0.15f)), tcu::Mat4(s_constInMat41) };
158 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3);
340 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; }
348 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2); }
381 // Reduction from expression result to vec3
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es2fShaderBuiltinVarTests.cpp 183 c.color.xyz() = tcu::Vec3(zNear, zFar, diff*0.5f + 0.5f);
283 const tcu::Vec3 scale (1.f / float(width), 1.f / float(height), 1.0f);
295 "uniform mediump vec3 u_scale;\n"
338 const tcu::Vec3 fragCoord (float(x)+.5f, float(y)+.5f, z);
339 const tcu::Vec3 scaledFC = fragCoord*scale;
357 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
430 ? projectedTriInterpolate(tcu::Vec3(w[0], w[1], w[2]), tcu::Vec3(w[0], w[1], w[2]), xf, yf)
431 : projectedTriInterpolate(tcu::Vec3(w[3], w[2], w[1]), tcu::Vec3(w[3], w[2], w[1]), 1.0f-xf, 1.0f-yf)
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  /device/google/contexthub/firmware/inc/algos/
mag_cal.h 73 int moc_fit(struct MagCal *moc, struct Vec3 *bias, float *radius);
  /external/deqp/external/vulkancts/modules/vulkan/pipeline/
vktPipelineVertexUtil.cpp 843 using tcu::Vec3;
845 static const Vec3 texCoordsCube[8] =
847 Vec3(-1.0f, -1.0f, -1.0f), // 0: -X, -Y, -Z
848 Vec3(1.0f, -1.0f, -1.0f), // 1: X, -Y, -Z
849 Vec3(1.0f, -1.0f, 1.0f), // 2: X, -Y, Z
850 Vec3(-1.0f, -1.0f, 1.0f), // 3: -X, -Y, Z
852 Vec3(-1.0f, 1.0f, -1.0f), // 4: -X, Y, -Z
853 Vec3(1.0f, 1.0f, -1.0f), // 5: X, Y, -Z
854 Vec3(1.0f, 1.0f, 1.0f), // 6: X, Y, Z
855 Vec3(-1.0f, 1.0f, 1.0f), // 7: -X, Y,
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