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  /external/skia/src/core/
SkMaskGamma.cpp 15 SkScalar toLuma(SkScalar SkDEBUGCODE(gamma), SkScalar luminance) const override {
17 return luminance;
26 SkScalar toLuma(SkScalar gamma, SkScalar luminance) const override {
27 return SkScalarPow(luminance, gamma);
35 SkScalar toLuma(SkScalar SkDEBUGCODE(gamma), SkScalar luminance) const override {
39 if (luminance <= 0.04045f) {
40 return luminance / 12.92f;
42 return SkScalarPow((luminance + 0.055f) / 1.055f,
87 //Contrast value tapers off to 0 as the src luminance becomes white
SkMaskGamma.h 20 * Luma is used to specify a linear luminance value [0.0, 1.0].
21 * Luminance is used to specify a luminance value in an arbitrary color space [0.0, 1.0].
27 /** Converts a color component luminance in the color space to a linear luma. */
28 virtual SkScalar toLuma(SkScalar gamma, SkScalar luminance) const = 0;
29 /** Converts a linear luma to a color component luminance in the color space. */
32 /** Converts a color to a luminance value. */
34 const SkColorSpaceLuminance& luminance = Fetch(gamma); local
35 SkScalar r = luminance.toLuma(gamma, SkIntToScalar(SkColorGetR(c)) / 255);
36 SkScalar g = luminance.toLuma(gamma, SkIntToScalar(SkColorGetG(c)) / 255)
    [all...]
  /external/skia/include/utils/
SkShadowUtils.h 77 * alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a)
97 SkScalar luminance = 0.5f*(max + min); local
99 // We get best results with a luminance between 0.3 and 0.5, with smoothstep applied
100 SkScalar adjustedLuminance = (0.6f - 0.4f*luminance)*luminance*luminance + 0.3f;
  /external/webrtc/webrtc/modules/video_processing/test/
writeYUV420file.m 12 % Write luminance
readYUV420file.m 12 % nPx bytes luminance, nPx/4 bytes U, nPx/4 bytes V
31 % Store luminance
  /cts/tests/tests/graphics/src/android/graphics/cts/
Color_ColorLongTest.java 31 import static android.graphics.Color.luminance;
313 assertEquals(0.0722f, luminance(pack(0.0f, 0.0f, 1.0f)), 0.000001f);
314 assertEquals(0.2126f, luminance(pack(1.0f, 0.0f, 0.0f)), 0.000001f);
315 assertEquals(0.7152f, luminance(pack(0.0f, 1.0f, 0.0f)), 0.000001f);
316 assertEquals(1.0f, luminance(pack(1.0f, 1.0f, 1.0f)), 0.0f);
317 assertEquals(0.0f, luminance(pack(0.0f, 0.0f, 0.0f)), 0.0f);
319 assertEquals(0.0722f, valueOf(0.0f, 0.0f, 1.0f).luminance(), 0.000001f);
320 assertEquals(0.2126f, valueOf(1.0f, 0.0f, 0.0f).luminance(), 0.000001f);
321 assertEquals(0.7152f, valueOf(0.0f, 1.0f, 0.0f).luminance(), 0.000001f);
322 assertEquals(1.0f, valueOf(1.0f, 1.0f, 1.0f).luminance(), 0.0f)
349 valueOf(1.0f, 1.0f, 1.0f, 1.0f, ColorSpace.get(Named.CIE_LAB)).luminance(); method
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ColorTest.java 188 assertEquals(0, Color.luminance(Color.BLACK), 0);
190 assertEquals(0.0722, Color.luminance(Color.BLUE), eps);
191 assertEquals(0.2126, Color.luminance(Color.RED), eps);
192 assertEquals(0.7152, Color.luminance(Color.GREEN), eps);
193 assertEquals(1, Color.luminance(Color.WHITE), 0);
  /prebuilts/misc/windows/sdl2/test/
testoverlay2.c 154 RGBtoYUV(Uint8 * rgb, int *yuv, int monochrome, int luminance)
178 if (luminance != 100) {
179 yuv[0] = yuv[0] * luminance / 100;
187 int monochrome, int luminance)
198 RGBtoYUV(rgb, yuv, monochrome, luminance);
  /external/autotest/client/site_tests/video_WebRtcCamera/
ssim.js 79 var luminance = (2 * muX * muY + C1) /
87 return luminance * contrast * structure;
  /external/autotest/client/site_tests/video_WebRtcPeerConnectionWithCamera/
ssim.js 79 var luminance = (2 * muX * muY + C1) /
87 return luminance * contrast * structure;
  /external/skia/samplecode/
SampleShadowColor.cpp 126 SkScalar luminance = 0.5f*(max + min) / 255.f; local
127 SkScalar alpha = (.6 - .4*luminance)*luminance*luminance + 0.3f;
  /external/mesa3d/src/mesa/main/
texcompress_bptc.c 1018 int luminance; local
1111 int luminance; local
1367 float luminance; local
1439 float luminance; local
    [all...]
readpix.c 494 * Converting to luminance also requires converting to RGBA first, so we can
495 * then compute luminance values as L=R+G+B. Notice that this is different
571 * If the dst format is Luminance, we need to do the conversion by computing
580 /* Compute float Luminance values from RGBA float */
582 void *luminance; local
589 luminance = malloc(luminance_bytes);
590 if (!luminance) {
596 luminance, format, transferOps);
598 /* Convert from Luminance float to dst (this will hadle type conversion
603 luminance, luminance_format, luminance_stride
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  /frameworks/base/core/java/android/app/
WallpaperColors.java 374 final float luminance = tmpHsl[2]; local
378 if (luminance < DARK_PIXEL_LUMINANCE && alpha != 0) {
381 totalLuminance += luminance;
  /frameworks/av/media/libstagefright/codecs/on2/h264dec/omxdl/arm11/vc/m4p2/src/
armVCM4P2_SetPredDir_s.s 39 ; * alpha blocks spatially corresponding to luminance
omxVCM4P2_PredictReconCoefIntra_s.s 60 ; * [in] videoComp video component type (luminance, chrominance or
  /frameworks/av/media/libstagefright/codecs/on2/h264dec/omxdl/arm_neon/vc/m4p2/src/
armVCM4P2_SetPredDir_s.s 39 ; * alpha blocks spatially corresponding to luminance
omxVCM4P2_PredictReconCoefIntra_s.s 60 ; * [in] videoComp video component type (luminance, chrominance or
  /external/swiftshader/src/Shader/
PixelPipeline.hpp 26 PixelRoutine(state, shader), current(rs[0]), diffuse(vs[0]), specular(vs[1]), perturbate(false), luminance(false), previousScaling(false) {}
44 // bem(l) offsets and luminance
109 bool luminance; member in class:sw::PixelPipeline
  /external/mesa3d/src/mesa/swrast/
s_texfilter.c 3460 GLfloat luminance = 1.0F; local
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  /frameworks/base/graphics/java/android/graphics/
Color.java 617 * <p>Returns the relative luminance of this color.</p>
619 * <p>Based on the formula for relative luminance defined in WCAG 2.0,
627 public float luminance() { method in class:Color
1216 public static float luminance(@ColorLong long color) { method in class:Color
1353 public static float luminance(@ColorInt int color) { method in class:Color
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  /external/mesa3d/docs/specs/
MESA_texture_signed_rgba.spec 64 2) Should the full set of signed formats (alpha, luminance, rgb, etc.)
68 universal format, rgba. alpha/luminance can't be trivially supported
  /frameworks/rs/
rsFont.cpp 796 const float luminance = (r * 2.0f + g * 5.0f + b) / 8.0f; local
797 if (luminance <= mBlackThreshold) {
799 } else if (luminance >= mWhiteThreshold) {
  /frameworks/native/services/surfaceflinger/
SurfaceFlinger.cpp     [all...]
  /external/mesa3d/src/gallium/drivers/svga/include/
svga3d_surfacedefs.h 42 * 1. Red, bump W, luminance and depth are stored in the first channel.
66 SVGA3DBLOCKDESC_LUMINANCE = 1 << 2, /* Block with luminance channel data */
67 SVGA3DBLOCKDESC_Y = 1 << 2, /* Block with video luminance data */
153 uint8 luminance; member in union:SVGA3dChannelDef::__anon28113
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