/external/opencv3/3rdparty/openexr/Imath/ |
ImathShear.h | 79 Shear6 (const Vec3<T> &v); // (v.x v.y v.z 0 0 0) 81 Shear6 (const Vec3<S> &v); 95 const Shear6 & operator = (const Vec3<S> &v); 241 typedef Vec3 <float> Shear3f; 242 typedef Vec3 <double> Shear3d; 288 Shear6<T>::Shear6 (const Vec3<T> &v) 301 Shear6<T>::Shear6 (const Vec3<S> &v) 364 Shear6<T>::operator = (const Vec3<S> &v)
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/development/ndk/platforms/android-18/samples/MoreTeapots/jni/ |
MoreTeapotsRenderer.h | 97 std::vector<ndk_helper::Vec3> vec_colors_;
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MoreTeapotsRenderer.cpp | 125 ndk_helper::Vec3( random() / float( RAND_MAX * 1.1 ), 181 * (ubo_matrix_stride_ + ubo_matrix_stride_ + ubo_vector_stride_); //Mat4 + Mat4 + Vec3 + 1 stride 257 mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ), 258 ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
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/external/deqp/framework/common/ |
tcuTexVerifierUtil.hpp | 97 void getPossibleCubeFaces (const Vec3& coord, const IVec3& bits, CubeFace* faces, int& numFaces);
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/external/deqp/modules/gles31/functional/ |
es31fMultisampleTests.cpp | 46 using tcu::Vec3; 176 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const; 177 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& color) const; 303 void DefaultFBOMultisampleCase::renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) cons [all...] |
/development/ndk/platforms/android-17/samples/Teapot/jni/ |
TeapotRenderer.cpp | 134 mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ), 135 ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
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/external/deqp/modules/gles2/functional/ |
es2fTextureUnitTests.cpp | 44 using tcu::Vec3; 151 string lookupCoord = transformationName + "*vec3(v_coord, 1.0)"; 208 Vec2 trans00 = (transformation * Vec3(0.0f, 0.0f, 1.0f)).xy(); 209 Vec2 trans01 = (transformation * Vec3(0.0f, 1.0f, 1.0f)).xy(); 210 Vec2 trans10 = (transformation * Vec3(1.0f, 0.0f, 1.0f)).xy(); 493 (m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f)).xy(), 494 (m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f)).xy(), 495 (m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f)).xy(), 496 (m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f)).xy(), 507 const tcu::Vec3 transformedTexCoords[4] [all...] |
es2fMultisampleTests.cpp | 51 using tcu::Vec3; 187 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const; 188 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& color) const; 228 void MultisampleCase::renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) cons [all...] |
es2fShaderStructTests.cpp | 226 << " mediump vec3 b;" 232 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 509 << " mediump vec3 b;" 520 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 568 << " mediump vec3 b;" 574 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 631 << " mediump vec3 b;" 655 << " mediump vec3 b;" 683 << " mediump vec3 b;" 1024 << " mediump vec3 b; [all...] |
es2fVertexTextureTests.cpp | 45 using tcu::Vec3; 293 const Vec3 coordA = Vec3(texBoundaries[0], texBoundaries[1], texBoundaries[2]); 294 const Vec3 coordB = Vec3(texBoundaries[3], texBoundaries[4], texBoundaries[5]); 295 const Vec3 coordC = Vec3(texBoundaries[6], texBoundaries[7], texBoundaries[8]); 296 const Vec3 coordAB = coordB - coordA; 297 const Vec3 coordAC = coordC - coordA; 304 const Vec3 texCoord = coordA + coordAC*safeFaceCoord.x() + coordAB*safeFaceCoord.y() [all...] |
es2fBufferTestUtil.cpp | 284 "attribute mediump vec3 a_byteVec;\n" 285 "varying mediump vec3 v_byteVec;\n" 292 "varying mediump vec3 v_byteVec;\n" 494 "attribute mediump vec3 a_color;\n" 495 "varying mediump vec3 v_color;\n" 502 "varying mediump vec3 v_color;\n" 544 static void computeIndexVerifierColors (std::vector<tcu::Vec3>& dst) 553 for (std::vector<tcu::Vec3>::iterator i = dst.begin(); i != dst.end(); ++i) 577 std::vector<tcu::Vec3> colors; 580 std::vector<tcu::Vec3> fetchedColor (MAX_LINES_PER_INDEX_ARRAY_DRAW+1) [all...] |
/development/ndk/sources/android/ndk_helper/ |
vecmath.cpp | 26 // vec3 28 Vec3::Vec3( const Vec4& vec ) 294 Mat4 Mat4::Translation( const Vec3 vec ) 342 Mat4 Mat4::LookAt( const Vec3& vec_eye, const Vec3& vec_at, const Vec3& vec_up ) 344 Vec3 vec_forward, vec_up_norm, vec_side;
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/external/libgdx/extensions/gdx-box2d/gdx-box2d-gwt/src/com/badlogic/gdx/physics/box2d/gwt/emu/org/jbox2d/dynamics/joints/ |
WeldJoint.java | 34 import org.jbox2d.common.Vec3; 69 private final Vec3 m_impulse; 93 m_impulse = new Vec3(); 308 final Vec3 Cdot = pool.popVec3(); 311 final Vec3 impulse = pool.popVec3(); 395 final Vec3 C = pool.popVec3(); 396 final Vec3 impulse = pool.popVec3();
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PrismaticJoint.java | 32 import org.jbox2d.common.Vec3; 119 private final Vec3 m_impulse; 154 m_impulse = new Vec3(); 581 final Vec3 Cdot = pool.popVec3(); 584 final Vec3 f1 = pool.popVec3(); 585 final Vec3 df = pool.popVec3(); 677 final Vec3 impulse = pool.popVec3(); 754 final Vec3 C = pool.popVec3();
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/external/deqp/modules/gles3/functional/ |
es3fMultisampleTests.cpp | 52 using tcu::Vec3; 211 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const; 212 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& color) const; 317 void MultisampleCase::renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) cons [all...] |
es3fShaderStructTests.cpp | 200 << " mediump vec3 b;" 206 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 483 << " mediump vec3 b;" 494 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 542 << " mediump vec3 b;" 548 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 605 << " mediump vec3 b;" 629 << " mediump vec3 b;" 657 << " mediump vec3 b;" 998 << " mediump vec3 b; [all...] |
es3fShaderBuiltinVarTests.cpp | 194 c.color.xyz() = tcu::Vec3(zNear, zFar, diff*0.5f + 0.5f); 300 const tcu::Vec3 scale (1.f / float(width), 1.f / float(height), 1.0f); 314 "uniform highp vec3 u_scale;\n" 358 const tcu::Vec3 fragCoord (float(x)+.5f, float(y)+.5f, z); 359 const tcu::Vec3 scaledFC = fragCoord*scale; 377 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny) 453 ? projectedTriInterpolate(tcu::Vec3(w[0], w[1], w[2]), tcu::Vec3(w[0], w[1], w[2]), xf, yf) 454 : projectedTriInterpolate(tcu::Vec3(w[3], w[2], w[1]), tcu::Vec3(w[3], w[2], w[1]), 1.0f-xf, 1.0f-yf) [all...] |
es3fShaderMatrixTests.cpp | 38 * + how to reduce to vec3? 65 using tcu::Vec3; 82 static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) }; 266 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3); 498 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; } 513 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); } 606 // Reduction from expression result to vec3. 608 inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value) { return value.swizzle(0,1,0); [all...] |
es3fTextureFilteringTests.cpp | 835 tcu::Vec3 texCoord[4]; [all...] |
/external/deqp/modules/glshared/ |
glsRasterizationTestUtil.cpp | 334 tcu::Vec3 max; 335 tcu::Vec3 min; 368 // calculate weights: vec3(ka / p0.w, kb / p1.w, kc / p2.w) / (ka / p0.w + kb / p1.w + kc / p2.w) 652 result.min = tcu::Vec3(minWeights.x(), 0.0f, minWeights.y()); 653 result.max = tcu::Vec3(maxWeights.x(), 0.0f, maxWeights.y()); [all...] |
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
vktShaderRenderMatrixTests.cpp | 61 using tcu::Vec3; 77 static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) }; 261 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3); 493 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; } 508 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); } 601 // Reduction from expression result to vec3. 603 inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value) { return value.swizzle(0,1,0); } 604 inline tcu::Vec3 reduceToVec3 (const tcu::Vec3& value) { return value; [all...] |
/device/google/contexthub/firmware/src/algos/ |
mag_cal.c | 47 struct Vec3 eigenvals; 67 int moc_fit(struct MagCal *moc, struct Vec3 *bias, float *radius) 95 struct Vec3 v; 218 struct Vec3 bias;
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mat.c | 44 void initMatrixColumns(struct Mat33 *A, const struct Vec3 *v1, const struct Vec3 *v2, const struct Vec3 *v3) 59 void mat33Apply(struct Vec3 *out, const struct Mat33 *A, const struct Vec3 *v) 304 void mat33Solve(const struct Mat33 *A, struct Vec3 *x, const struct Vec3 *b, const struct Size3 *pivot) 344 void mat33GetEigenbasis(struct Mat33 *S, struct Vec3 *eigenvals, struct Mat33 *eigenvecs)
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/external/deqp/modules/gles31/scripts/ |
gen-implicit-conversions.py | 29 from genutil import Scalar, Vec2, Vec3, Vec4, Uint, UVec2, UVec3, UVec4, CaseGroup 237 "ivec3": [Vec3(x[0], x[1], x[2]) for x in IN_IVECTOR], 238 "uvec3": [Vec3(x[0], x[1], x[2]) for x in IN_UVECTOR], 243 "vec3": [Vec3(x[0], x[1], x[2]).toFloat() for x in IN_IVECTOR], 252 "ivec3": ["uvec3", "vec3"], 253 "uvec3": ["vec3"], 259 "int": ["vec2", "vec3", "vec4", "uvec2", "uvec3", "uvec4"], 260 "uint": ["vec2", "vec3", "vec4"] 272 "float": ["vec2", "vec3", "vec4"] [all...] |
/external/deqp/modules/egl/ |
teglResizeTests.cpp | 70 using tcu::Vec3; 227 void drawRectangle (const glw::Functions& gl, IVec2 pos, IVec2 size, Vec3 color) 240 const Vec3 frameColor (0.0f, 0.0f, 1.0f); 241 const Vec3 fillColor (1.0f, 0.0f, 0.0f); 242 const Vec3 markColor (0.0f, 1.0f, 0.0f);
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