HomeSort by relevance Sort by last modified time
    Searched refs:Vec3 (Results 76 - 100 of 165) sorted by null

1 2 34 5 6 7

  /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)
  /development/ndk/platforms/android-18/samples/MoreTeapots/jni/
MoreTeapotsRenderer.h 97 std::vector<ndk_helper::Vec3> vec_colors_;
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 ) );
  /external/deqp/framework/common/
tcuTexVerifierUtil.hpp 97 void getPossibleCubeFaces (const Vec3& coord, const IVec3& bits, CubeFace* faces, int& numFaces);
  /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 ) );
  /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;
  /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();
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();
  /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;
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)
  /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);

Completed in 532 milliseconds

1 2 34 5 6 7