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    Searched refs:RoundInt (Results 1 - 8 of 8) sorted by null

  /external/swiftshader/src/Renderer/
Blitter.cpp 440 *Pointer<Byte>(element) = Byte(RoundInt(Float(c.x)));
443 if(writeA) { *Pointer<Byte>(element) = Byte(RoundInt(Float(c.w))); }
453 if(writeB) { *Pointer<Byte>(element + 0) = Byte(RoundInt(Float(c.z))); }
454 if(writeG) { *Pointer<Byte>(element + 1) = Byte(RoundInt(Float(c.y))); }
455 if(writeR) { *Pointer<Byte>(element + 2) = Byte(RoundInt(Float(c.x))); }
456 if(writeA) { *Pointer<Byte>(element + 3) = Byte(RoundInt(Float(c.w))); }
468 if(writeR) { *Pointer<Byte>(element + 0) = Byte(RoundInt(Float(c.x))); }
469 if(writeG) { *Pointer<Byte>(element + 1) = Byte(RoundInt(Float(c.y))); }
470 if(writeB) { *Pointer<Byte>(element + 2) = Byte(RoundInt(Float(c.z))); }
471 if(writeA) { *Pointer<Byte>(element + 3) = Byte(RoundInt(Float(c.w)));
    [all...]
  /external/swiftshader/src/Shader/
SetupRoutine.cpp 158 X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data + OFFSET(DrawData,Wx16)));
159 Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data + OFFSET(DrawData,Hx16)));
ShaderCore.cpp 127 x2 = RoundInt(x1);
502 dst.x = As<Float4>(RoundInt(src.x));
503 dst.y = As<Float4>(RoundInt(src.y));
504 dst.z = As<Float4>(RoundInt(src.z));
505 dst.w = As<Float4>(RoundInt(src.w));
    [all...]
VertexRoutine.cpp 728 v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Wx16))));
729 v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float4>(data + OFFSET(DrawData,Hx16))));
SamplerCore.cpp 727 Int a = RoundInt(anisotropy);
    [all...]
  /external/swiftshader/src/Reactor/
LLVMReactor.cpp     [all...]
SubzeroReactor.cpp     [all...]
Reactor.hpp     [all...]

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