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  /external/swiftshader/src/Renderer/
TextureStage.cpp 95 short r = iround(4095 * constantColor.r);
96 short g = iround(4095 * constantColor.g);
97 short b = iround(4095 * constantColor.b);
98 short a = iround(4095 * constantColor.a);
113 uniforms.bumpmapMatrix4W[element / 2][element % 2][0] = iround(4095 * value);
114 uniforms.bumpmapMatrix4W[element / 2][element % 2][1] = iround(4095 * value);
115 uniforms.bumpmapMatrix4W[element / 2][element % 2][2] = iround(4095 * value);
116 uniforms.bumpmapMatrix4W[element / 2][element % 2][3] = iround(4095 * value);
121 short scale = iround(4095 * value);
128 short offset = iround(4095 * value)
    [all...]
PixelProcessor.cpp 99 short x = iround(4095 * clamp(value[0], -1.0f, 1.0f));
100 short y = iround(4095 * clamp(value[1], -1.0f, 1.0f));
101 short z = iround(4095 * clamp(value[2], -1.0f, 1.0f));
102 short w = iround(4095 * clamp(value[3], -1.0f, 1.0f));
679 short textureFactorR = iround(4095 * textureFactor.r);
680 short textureFactorG = iround(4095 * textureFactor.g);
681 short textureFactorB = iround(4095 * textureFactor.b);
682 short textureFactorA = iround(4095 * textureFactor.a);
708 short blendConstantR = iround(65535 * blendConstant.r);
709 short blendConstantG = iround(65535 * blendConstant.g)
    [all...]
Sampler.cpp 294 short r = iround(0xFFFF * borderColor.r);
295 short g = iround(0xFFFF * borderColor.g);
296 short b = iround(0xFFFF * borderColor.b);
297 short a = iround(0xFFFF * borderColor.a);
Color.hpp 140 r = iround(clamp(c.r * 4095.0f, -4096.0f, 4095.0f));
141 g = iround(clamp(c.g * 4095.0f, -4096.0f, 4095.0f));
142 b = iround(clamp(c.b * 4095.0f, -4096.0f, 4095.0f));
143 a = iround(clamp(c.a * 4095.0f, -4096.0f, 4095.0f));
Renderer.cpp     [all...]
  /external/skia/tests/
MathTest.cpp 355 int iround = SkMulDiv255Round(a, b); local
358 REPORTER_ASSERT(reporter, iround == round);
361 REPORTER_ASSERT(reporter, itrunc <= iround);
362 REPORTER_ASSERT(reporter, iround <= a);
363 REPORTER_ASSERT(reporter, iround <= b);
  /external/skqp/tests/
MathTest.cpp 355 int iround = SkMulDiv255Round(a, b); local
358 REPORTER_ASSERT(reporter, iround == round);
361 REPORTER_ASSERT(reporter, itrunc <= iround);
362 REPORTER_ASSERT(reporter, iround <= a);
363 REPORTER_ASSERT(reporter, iround <= b);
  /external/swiftshader/src/Common/
Math.hpp 89 inline int iround(float x) function in namespace:sw
  /external/swiftshader/src/Shader/
SamplerCore.cpp     [all...]

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