Lines Matching refs:integral

509     // we want the inset amounts to be integral, so we don't change any
967 std::unique_ptr<GrFragmentProcessor> integral = make_rect_integral_fp(context, sixSigma);
968 if (!integral) {
972 // In the fast variant we think of the midpoint of the integral texture as aligning with the
983 // lookup in the integral texture for each and multiply them. When the rect is less than 6 sigma
989 // Effect that is a LUT for integral of normal distribution. The value at x:[0,6*sigma] is
990 // the integral from -inf to (3*sigma - x). I.e. x is mapped from [0, 6*sigma] to
992 uniform shader integral;
1002 // The integral texture goes "backwards" (from 3*sigma to -3*sigma), So, the below
1003 // computations align the left edge of the integral texture with the inset rect's
1006 xCoverage = integral.eval(half2(xy.x, 0.5)).a;
1007 yCoverage = integral.eval(half2(xy.y, 0.5)).a;
1016 // C = 1 - <integral of K from from -inf to L> - <integral of K from R to inf>
1018 // C = 1 - <integral of K from from -inf to L> - <integral of K from -inf to -R>
1020 // The integral texture goes "backwards" (from 3*sigma to -3*sigma) which is
1025 xCoverage = 1 - integral.eval(half2(rect.L, 0.5)).a
1026 - integral.eval(half2(rect.R, 0.5)).a;
1027 yCoverage = 1 - integral.eval(half2(rect.T, 0.5)).a
1028 - integral.eval(half2(rect.B, 0.5)).a;
1037 "integral", GrSkSLFP::IgnoreOptFlags(std::move(integral)),
1142 static uint8_t eval_V(float top, int y, const uint8_t* integral, int integralSize, float sixSigma) {
1159 return integral[lower] * (1.0f - frac) + integral[lower + 1] * frac;
1168 const uint8_t* integral,
1182 accum += kernel[i] * eval_V(topVec[xSampleLoc], y, integral, integralSize, sixSigma);
1212 SkBitmap integral;
1213 if (!SkGpuBlurUtils::CreateIntegralTable(6 * xformedSigma, &integral)) {
1248 integral.getAddr8(0, 0),
1249 integral.width(),