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  /external/deqp/framework/opengl/simplereference/
sglrContextUtil.hpp 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
sglrContextUtil.cpp 31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
44 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
114 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
  /cts/apps/CtsVerifier/include/colorchecker/
vec3.h 25 class Vec3{
27 Vec3(T inputRed, T inputGreen, T inputBlue) {
33 Vec3() {}
36 inline Vec3<T> operator+ (const Vec3<U> &param) const {
37 Vec3<T> temp(mRed + param.r(), mGreen + param.g(), mBlue + param.b());
41 inline Vec3<T> operator- (const Vec3<T> &param) const {
42 Vec3<T> temp(mRed - param.r(), mGreen - param.g(), mBlue - param.b());
46 inline Vec3<T> operator* (const int param) const
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  /device/google/contexthub/firmware/os/inc/algos/
fusion.h 42 struct Vec3 x1;
48 struct Vec3 Ba, Bm;
51 struct Vec3 mData[3];
77 void fusionHandleGyro(struct Fusion *fusion, const struct Vec3 *w, float dT);
78 int fusionHandleAcc(struct Fusion *fusion, const struct Vec3 *a, float dT);
79 int fusionHandleMag(struct Fusion *fusion, const struct Vec3 *m, float dT);
85 void fusionGetBias(const struct Fusion *fusion, struct Vec3 *bias);
  /prebuilts/ndk/r16/sources/android/ndk_helper/
tapCamera.h 55 Vec3 vec_offset_;
56 Vec3 vec_offset_now_;
67 Vec3 vec_offset_last_;
68 Vec3 vec_offset_delta_;
77 Vec3 vec_pinch_transform_factor_;
79 Vec3 PointOnSphere( Vec2& point );
105 vec_pinch_transform_factor_ = Vec3( x, y, z );
tapCamera.cpp 56 vec_pinch_transform_factor_ = Vec3( 1.f, 1.f, 1.f );
72 vec_offset_ = Vec3();
73 vec_offset_now_ = Vec3();
81 vec_offset_delta_ = Vec3();
129 Vec3 vec = vec_offset_ + vec_offset_now_;
130 Vec3 vec_tmp( TRANSFORM_FACTOR, -TRANSFORM_FACTOR, TRANSFORM_FACTORZ );
225 vec_offset_delta_ = Vec3();
235 vec_offset_now_ = Vec3();
265 vec_offset_now_ = Vec3( vec, flip_z_ * f );
288 Vec3 vec_from = PointOnSphere( vec_ball_down_ )
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vecmath.h 35 class Vec3;
50 friend class Vec3;
249 class Vec3
259 Vec3()
264 Vec3( const float fX, const float fY, const float fZ )
271 Vec3( const Vec3& vec )
278 Vec3( const float* pVec )
285 Vec3( const Vec2& vec, float f )
292 Vec3( const Vec4& vec )
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  /external/deqp/modules/gles2/accuracy/
es2aVaryingInterpolationTests.cpp 45 using tcu::Vec3;
59 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
64 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
69 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
70 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) }
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  /external/deqp/modules/gles3/accuracy/
es3aVaryingInterpolationTests.cpp 47 using tcu::Vec3;
61 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
66 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
71 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
72 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) }
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  /external/flatbuffers/tests/MyGame/Example/
Vec3.go 9 type Vec3 struct {
13 func (rcv *Vec3) Init(buf []byte, i flatbuffers.UOffsetT) {
18 func (rcv *Vec3) Table() flatbuffers.Table {
22 func (rcv *Vec3) X() float32 {
25 func (rcv *Vec3) MutateX(n float32) bool {
29 func (rcv *Vec3) Y() float32 {
32 func (rcv *Vec3) MutateY(n float32) bool {
36 func (rcv *Vec3) Z() float32 {
39 func (rcv *Vec3) MutateZ(n float32) bool {
43 func (rcv *Vec3) Test1() float64
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  /device/google/contexthub/firmware/os/algos/common/math/
vec.h 20 * -) Vec3 structures for 3-dimensional vectors
24 * Note that the Vec3 and Vec4 utilties were ported from the Android
48 struct Vec3 {
57 static inline void initVec3(struct Vec3 *v, float x, float y, float z) {
65 static inline void vec3Add(struct Vec3 *v, const struct Vec3 *w) {
74 static inline void vec3AddVecs(struct Vec3 *u, const struct Vec3 *v,
75 const struct Vec3 *w) {
85 static inline void vec3Sub(struct Vec3 *v, const struct Vec3 *w)
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mat.h 72 void initMatrixColumns(struct Mat33 *A, const struct Vec3 *v1,
73 const struct Vec3 *v2, const struct Vec3 *v3);
77 void mat33Apply(struct Vec3 *out, const struct Mat33 *A, const struct Vec3 *v);
125 void mat33GetEigenbasis(struct Mat33 *S, struct Vec3 *eigenvals,
kasa.h 47 int kasaFit(struct KasaFit *kasa, struct Vec3 *bias, float *radius,
  /external/deqp/modules/glshared/
glsLongStressTestUtil.cpp 31 using tcu::Vec3;
92 "${VTX_IN} highp vec3 a_position;\n"
128 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f)));
140 "${VTX_IN} highp vec3 a_position;\n"
163 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(positionFactor)));
182 "${VTX_IN} highp vec3 a_position;\n"
232 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f)))
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  /external/deqp/framework/common/
tcuTexCompareVerifier.hpp 56 bool isTexCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result);
57 bool isTexCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result);
60 bool isGatherOffsetsCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const IVec2 (&offsets)[4], float cmpReference, const Vec4& result);
62 bool isGatherCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, float cmpReference, const Vec4& result);
tcuTexLookupVerifier.hpp 109 Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordDy, const int faceSize, const LodPrecision& prec);
115 bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
117 bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
118 bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result);
129 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4& result);
130 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4& result);
131 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4& result);
139 bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result)
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tcuVectorType.hpp 40 typedef Vector<float, 3> Vec3;
  /external/deqp/external/vulkancts/modules/vulkan/texture/
vktSampleVerifierUtil.hpp 47 tcu::Vec2 calcLodBounds (const tcu::Vec3& dPdx,
48 const tcu::Vec3& dPdy,
67 void calcTexelGridCoordRange (const tcu::Vec3& unnormalizedCoordMin,
68 const tcu::Vec3& unnormalizedCoordMax,
75 tcu::Vec3& unnormalizedCoordMin,
76 tcu::Vec3& unnormalizedCoordMax);
77 void calcCubemapFaceCoords (const tcu::Vec3& r,
78 const tcu::Vec3& drdx,
79 const tcu::Vec3& drdy,
84 int calcCandidateCubemapFaces (const tcu::Vec3& r)
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  /external/deqp/modules/gles2/functional/
es2fDepthTests.cpp 202 using tcu::Vec3;
220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f));
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f));
236 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f))
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es2fShaderAlgorithmTests.cpp 84 vtx << "varying mediump vec3 v_color;\n";
85 frag << "varying mediump vec3 v_color;\n";
110 op << " ${PRECISION} vec3 res = vec3(0.0);\n";
166 << "res = vec3(L); // default to gray"
177 << " if (sextant == 0) res = vec3(v, mid1, m);"
178 << " else if (sextant == 1) res = vec3(mid2, v, m);"
179 << " else if (sextant == 2) res = vec3(m, v, mid1);"
180 << " else if (sextant == 3) res = vec3(m, mid2, v);"
181 << " else if (sextant == 4) res = vec3(mid1, m, v);
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es2fFboRenderTest.cpp 49 using tcu::Vec3;
710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
788 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
791 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 1.0f), Vec3(1.0f, 1.0f, -1.0f));
803 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
882 sglr::drawQuad(context, singleTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f))
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  /external/deqp/modules/gles3/functional/
es3fDepthTests.cpp 205 using tcu::Vec3;
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f));
234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f));
239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f))
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es3fFboStencilbufferTests.cpp 41 using tcu::Vec3;
112 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
115 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f));
124 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f));
130 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
209 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f))
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es3fShaderTextureFunctionTests.cpp 60 FUNCTION_TEXTUREPROJ3, //!< textureProj(sampler2D, vec3)
63 FUNCTION_TEXTUREPROJLOD3, //!< textureProjLod(sampler2D, vec3)
66 FUNCTION_TEXTUREPROJGRAD3, //!< textureProjGrad(sampler2D, vec3)
118 tcu::Vec3 minDX;
119 tcu::Vec3 maxDX;
120 tcu::Vec3 minDY;
121 tcu::Vec3 maxDY;
148 const tcu::Vec3& minDX_,
149 const tcu::Vec3& maxDX_,
150 const tcu::Vec3& minDY_
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es3fFboDepthbufferTests.cpp 41 using tcu::Vec3;
107 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
128 sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
204 sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
210 sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));
215 sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f))
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