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    Searched defs:luminance (Results 1 - 25 of 53) sorted by null

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  /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/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/skia/src/core/
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)
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  /external/skqp/samplecode/
SampleShadowColor.cpp 126 SkScalar luminance = 0.5f*(max + min) / 255.f; local
127 SkScalar alpha = (.6 - .4*luminance)*luminance*luminance + 0.3f;
  /external/skqp/src/core/
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)
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  /external/tensorflow/tensorflow/contrib/lite/toco/
dump_graphviz.cc 49 const float luminance = 0.2126f * r_ + 0.7152f * g_ + 0.0722f * b_; local
50 const uint8 l = luminance > 128.f ? 0 : 255;
  /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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  /external/mesa3d/src/mesa/main/
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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texcompress_bptc.c 1018 int luminance; local
1111 int luminance; local
1367 float luminance; local
1439 float luminance; local
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  /frameworks/base/core/java/android/app/
WallpaperColors.java 381 final float luminance = tmpHsl[2]; local
385 if (luminance < DARK_PIXEL_LUMINANCE && alpha != 0) {
388 totalLuminance += luminance;
  /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/ImageMagick/MagickCore/
pixel.c 4820 luminance; local
5338 luminance; local
5820 luminance; local
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  /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::__anon29969
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  /external/skqp/src/utils/
SkShadowUtils.cpp 475 SkScalar luminance = 0.5f*(max + min)/255.f; local
478 // We compute a color alpha value based on the luminance of the color, scaled by an
483 // f(luminance, 0) = 0
489 SkScalar colorAlpha = (3.544762f + (-4.891428f + 2.3466f*luminance)*luminance)*luminance;
492 // Similarly, we set the greyscale alpha based on luminance and alpha so that
494 // f(luminance, 0) = 0
496 SkScalar greyscaleAlpha = SkTPin(origA*(1 - 0.4f*luminance), 0.0f, 1.0f);
499 // alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a
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  /external/skia/src/utils/
SkShadowUtils.cpp 478 SkScalar luminance = 0.5f*(max + min)/255.f; local
481 // We compute a color alpha value based on the luminance of the color, scaled by an
486 // f(luminance, 0) = 0
492 SkScalar colorAlpha = (3.544762f + (-4.891428f + 2.3466f*luminance)*luminance)*luminance;
495 // Similarly, we set the greyscale alpha based on luminance and alpha so that
497 // f(luminance, 0) = 0
499 SkScalar greyscaleAlpha = SkTPin(origA*(1 - 0.4f*luminance), 0.0f, 1.0f);
502 // alpha computed from the color's luminance (C_a), and then a black shadow with alpha (S_a
    [all...]
  /frameworks/base/core/java/com/android/internal/widget/
MessagingLayout.java 318 double luminance = NotificationColorUtil.calculateLuminance(layoutColor); local
321 // we need to offset the range if the luminance is too close to the borders
322 shift += Math.max(COLOR_SHIFT_AMOUNT / 2.0f / 100 - luminance, 0);
323 shift -= Math.max(COLOR_SHIFT_AMOUNT / 2.0f / 100 - (1.0f - luminance), 0);
  /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) {
  /external/mesa3d/src/mesa/swrast/
s_texfilter.c 3460 GLfloat luminance = 1.0F; local
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  /frameworks/base/services/core/java/com/android/server/display/
DisplayManagerService.java 728 float[] luminance = {0.231f * desaturation, 0.715f * desaturation, 0.072f * desaturation}; local
730 luminance[0] + saturation, luminance[0], luminance[0], 0,
731 luminance[1], luminance[1] + saturation, luminance[1], 0,
732 luminance[2], luminance[2], luminance[2] + saturation, 0
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  /prebuilts/misc/common/robolectric/3.1.1/lib/
accessibility-test-framework-2.1.jar 
  /prebuilts/misc/common/robolectric/3.4.2/lib/
accessibility-test-framework-2.1.jar 
  /prebuilts/misc/common/robolectric/3.5.1/lib/
accessibility-test-framework-2.1.jar 
  /prebuilts/misc/common/robolectric/3.6.1/lib/
accessibility-test-framework-2.1.jar 
  /prebuilts/tools/common/m2/repository/com/google/android/apps/common/testing/accessibility/framework/accessibility-test-framework/2.1/
accessibility-test-framework-2.1.jar 
  /prebuilts/devtools/tools/lib/
hierarchyviewer2lib.jar 

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