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  /external/valgrind/none/tests/s390x/
cu42.c 23 0x0000, 0xd7ff, /* corner cases */
24 0xdc00, 0xffff, /* corner cases */
30 0x00010000, 0x0010ffff, /* corner cases */
36 0x0000d800, 0x0000dbff, /* corner cases */
37 0x00110000, 0xffffffff, /* corner cases */
cu21.c 25 0x0000, 0x007f, /* corner cases */
31 0x0080, 0x07ff, /* corner cases */
38 0x0800, 0xd7ff, /* corner cases */
39 0xdc00, 0xffff, /* corner cases */
45 0xd800, 0xdc00, /* left corner case */
46 0xdbff, 0xdfff, /* right corner case */
cu21_1.c 25 0x0000, 0x007f, /* corner cases */
31 0x0080, 0x07ff, /* corner cases */
38 0x0800, 0xd7ff, /* corner cases */
39 0xdc00, 0xffff, /* corner cases */
45 0xd800, 0xdc00, /* left corner case */
46 0xdbff, 0xdfff, /* right corner case */
  /external/skia/tests/
WritePixelsTest.cpp 306 // touching top left corner
308 // overlapping top left corner
314 // overlapping top right corner
318 // outside top right corner
320 // touching top right corner
326 // overlapping bottom left corner
330 // outside bottom left corner
332 // touching bottom left corner
338 // overlapping bottom right corner
RoundRectTest.cpp 162 REPORTER_ASSERT(reporter, rquad[i] == rr.radii((SkRRect::Corner) i));
183 REPORTER_ASSERT(reporter, zeroPt == empty.radii((SkRRect::Corner) i));
196 REPORTER_ASSERT(reporter, zeroPt == rr1.radii((SkRRect::Corner) i));
216 SkPointPriv::EqualsWithinTolerance(rr2.radii((SkRRect::Corner) i),
237 REPORTER_ASSERT(reporter, p == rr3.radii((SkRRect::Corner) i));
270 REPORTER_ASSERT(reporter, radii2[i] == rr5.radii((SkRRect::Corner) i));
415 // each corner and edge
482 // all in for NW (rect) corner (same as rect case)
589 orig.radii((SkRRect::Corner) i) == dst.radii((SkRRect::Corner) i))
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  /external/skqp/tests/
WritePixelsTest.cpp 316 // touching top left corner
318 // overlapping top left corner
324 // overlapping top right corner
328 // outside top right corner
330 // touching top right corner
336 // overlapping bottom left corner
340 // outside bottom left corner
342 // touching bottom left corner
348 // overlapping bottom right corner
  /external/mesa3d/src/mesa/program/
prog_noise.c 265 unsigned int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
279 x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
281 x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
313 /* Add contributions from each corner to get the final noise value. */
352 unsigned int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
353 unsigned int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
415 x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
418 x2 = x0 - i2 + 2.0f * G3; /* Offsets for third corner in (x,y,z) coords */
421 x3 = x0 - 1.0f + 3.0f * G3;/* Offsets for last corner in (x,y,z) coords */
469 /* Add contributions from each corner to get the final noise value
    [all...]
  /packages/apps/Dialer/java/com/android/incallui/
CallerInfoUtils.java 144 * Handles certain "corner cases" for CNAP. When we receive weird phone numbers from the network
148 * @param number number we use to verify if we are in a corner case
149 * @param presentation presentation value used to verify if we are in a corner case
181 // Check for other special "corner cases" for CNAP and fix them similarly. Corner
185 // because it's a corner case and we're being called from a different entry point).
  /development/samples/ApiDemos/src/com/example/android/apis/view/
OverlayWindowActivity.java 121 // Snap to the upper right corner of the screen.
123 // Set position relative to upper right corner.
  /device/linaro/hikey/gralloc960/
gralloc_buffer_priv.h 30 /* Rectangle to be cropped from the full frame (Origin in top-left corner!) */
49 /* CROP RECT, defined as an int array of top, left, height, width. Origin in top-left corner */
  /external/eigen/doc/
A05_PortingFrom2To3.dox 51 matrix.corner(TopLeft,r,c)
52 matrix.corner(TopRight,r,c)
53 matrix.corner(BottomLeft,r,c)
54 matrix.corner(BottomRight,r,c)
55 matrix.corner<r,c>(TopLeft)
56 matrix.corner<r,c>(TopRight)
57 matrix.corner<r,c>(BottomLeft)
58 matrix.corner<r,c>(BottomRight)
  /frameworks/base/graphics/java/android/graphics/drawable/
PaintDrawable.java 56 * Specify radii for each of the 4 corners. For each corner, the array
82 // now check of they have any per-corner radii
  /frameworks/base/libs/hwui/
AmbientShadow.cpp 18 * Extra vertices for the corner for smoother corner.
145 * as extra corner vertices to make the corner looks round and smoother.
192 // Corner: first figure out the extra vertices we need for the corner.
206 // Corner: fill the corner Vertex Buffer(VB) and Index Buffer(IB).
  /packages/inputmethods/LatinIME/java/src/com/android/inputmethod/keyboard/
KeyboardLayout.java 74 * The x-coordinate for the top-left corner of the keys.
82 * The y-coordinate for the top-left corner of the keys.
  /toolchain/binutils/binutils-2.27/gas/testsuite/gas/ppc/
simpshft.s 15 # These test the remaining corner cases for 64-bit operations.
60 # These test the remaining corner cases for 32-bit operations.
  /external/deqp/external/openglcts/modules/glesext/tessellation_shader/
esextcTessellationShaderVertexSpacing.cpp 249 * Each iteration will start from identifying corner vertices:
251 * - top-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be positive);
252 * - top-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be positive);
253 * - bottom-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be negative);
254 * - bottom-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be negative);
256 * Once we know where the corner vertices are, we will remove them from the data set and iterate again over the
284 /* top-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be positive); */
294 /* top-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be positive); */
304 /* bottom-left corner (x delta from (0.5, 0.5) should be negative, y delta from (0.5, 0.5) should be negative); */
314 /* bottom-right corner (x delta from (0.5, 0.5) should be positive, y delta from (0.5, 0.5) should be negative); *
    [all...]
  /external/autotest/client/site_tests/touch_MouseScroll/
README 29 corner of the screen and then move the cursor back to center of
  /external/bsdiff/
suffix_array_index_unittest.cc 51 // Test various corner cases while searching for prefixes.
  /external/clang/test/CodeGen/
parameter-passing.c 6 // corner cases.
  /external/deqp/android/cts/master/src/
vk-test-issues.txt 22 # Issue 340: Cube map corner texel selection
  /external/expat/doc/
style.css 8 .corner {
  /external/icu/icu4c/source/test/intltest/
thcoll.h 42 * Odd corner conditions taken from "How to Sort Thai Without Rewriting Sort",
  /external/llvm/test/Transforms/InstCombine/
ctpop.ll 29 ;; folding. This is trying to hit a corner case where we have to avoid
  /external/opencv/cv/src/
cvcalibinit.cpp 43 This is improved variant of chessboard corner detection algorithm that
97 /// Corner info structure
98 /** This structure stores information about the chessboard corner.*/
101 CvPoint2D32f pt; // Coordinates of the corner
118 // neighbors and corners are synced, i.e., neighbor 0 shares corner 0
151 static void icvOrderQuad(CvCBQuad *quad, CvCBCorner *corner, int common);
488 // for each corner c lying between end points in the same row/column it checks that
535 // can add quads, so we need to have quad/corner arrays passed in
578 // 0,1,2,3) are in the at the same relative corner (e.g., lower right).
808 CvCBCorner* corner; local
1719 CvCBCorner* corner = &(*out_corners)[quad_count*4 + i]; local
1945 CvCBCorner* corner = &(*out_corners)[quad_count*4 + i]; local
    [all...]
  /external/skia/src/gpu/
GrSWMaskHelper.h 33 * upper left hand corner of the texture.

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