/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 [all...] |
/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) [all...] |
/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);
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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)); [all...] |
/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; [all...] |
rrFragmentOperations.hpp | 122 tcu::Vec3 blendSrcFactorRGB; 124 tcu::Vec3 blendDstFactorRGB; 126 tcu::Vec3 blendedRGB;
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/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 [all...] |
/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>& [all...] |
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, [all...] |
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) [all...] |
/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);
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/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);
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/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) [all...] |
/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) [all...] |
/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)) [all...] |
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) [all...] |
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) [all...] |
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)) [all...] |
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)) [all...] |
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]) [all...] |
/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) [all...] |
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 [all...] |
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) [all...] |
/device/google/contexthub/firmware/inc/algos/ |
mag_cal.h | 73 int moc_fit(struct MagCal *moc, struct Vec3 *bias, float *radius);
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/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, [all...] |