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Searched refs:iround (Results 1 - 10 of 10) sorted by relevance

/third_party/skia/third_party/externals/swiftshader/src/Renderer/
H A DTextureStage.cpp95 short r = iround(4095 * constantColor.r); in setConstantColor()
96 short g = iround(4095 * constantColor.g); in setConstantColor()
97 short b = iround(4095 * constantColor.b); in setConstantColor()
98 short a = iround(4095 * constantColor.a); in setConstantColor()
113 uniforms.bumpmapMatrix4W[element / 2][element % 2][0] = iround(4095 * value); in setBumpmapMatrix()
114 uniforms.bumpmapMatrix4W[element / 2][element % 2][1] = iround(4095 * value); in setBumpmapMatrix()
115 uniforms.bumpmapMatrix4W[element / 2][element % 2][2] = iround(4095 * value); in setBumpmapMatrix()
116 uniforms.bumpmapMatrix4W[element / 2][element % 2][3] = iround(4095 * value); in setBumpmapMatrix()
121 short scale = iround(4095 * value); in setLuminanceScale()
128 short offset = iround(409 in setLuminanceOffset()
[all...]
H A DPixelProcessor.cpp108 short x = iround(4095 * clamp_s(value[0], -1.0f, 1.0f)); in setFloatConstant()
109 short y = iround(4095 * clamp_s(value[1], -1.0f, 1.0f)); in setFloatConstant()
110 short z = iround(4095 * clamp_s(value[2], -1.0f, 1.0f)); in setFloatConstant()
111 short w = iround(4095 * clamp_s(value[3], -1.0f, 1.0f)); in setFloatConstant()
698 short textureFactorR = iround(4095 * textureFactor.r); in setTextureFactor()
699 short textureFactorG = iround(4095 * textureFactor.g); in setTextureFactor()
700 short textureFactorB = iround(4095 * textureFactor.b); in setTextureFactor()
701 short textureFactorA = iround(4095 * textureFactor.a); in setTextureFactor()
727 short blendConstantR = iround(65535 * blendConstant.r); in setBlendConstant()
728 short blendConstantG = iround(6553 in setBlendConstant()
[all...]
H A DSampler.cpp294 short r = iround(0xFFFF * borderColor.r); in setBorderColor()
295 short g = iround(0xFFFF * borderColor.g); in setBorderColor()
296 short b = iround(0xFFFF * borderColor.b); in setBorderColor()
297 short a = iround(0xFFFF * borderColor.a); in setBorderColor()
H A DColor.hpp140 r = iround(clamp(c.r * 4095.0f, -4096.0f, 4095.0f)); in Color()
141 g = iround(clamp(c.g * 4095.0f, -4096.0f, 4095.0f)); in Color()
142 b = iround(clamp(c.b * 4095.0f, -4096.0f, 4095.0f)); in Color()
143 a = iround(clamp(c.a * 4095.0f, -4096.0f, 4095.0f)); in Color()
H A DRenderer.cpp2124 triangle.v1.X += iround(16 * 0.5f * pSize); in setupPoint()
2125 triangle.v2.Y -= iround(16 * 0.5f * pSize) * (data.Hx16[0] > 0.0f ? 1 : -1); // Both Direct3D and OpenGL expect (0, 0) in the top-left corner in setupPoint()
/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/
H A Dinteger.hpp84 GLM_FUNC_DECL vecType<int, P> iround(vecType<T, P> const & x);
/third_party/skia/tests/
H A DMathTest.cpp339 int iround = SkMulDiv255Round(a, b); in test_muldiv255() local
342 REPORTER_ASSERT(reporter, iround == round); in test_muldiv255()
345 REPORTER_ASSERT(reporter, itrunc <= iround); in test_muldiv255()
346 REPORTER_ASSERT(reporter, iround <= a); in test_muldiv255()
347 REPORTER_ASSERT(reporter, iround <= b); in test_muldiv255()
/third_party/skia/third_party/externals/swiftshader/src/Common/
H A DMath.hpp89 inline int iround(float x) in iround() function
/third_party/skia/third_party/externals/swiftshader/src/System/
H A DMath.hpp81 inline int iround(float x) in iround() function
/third_party/skia/third_party/externals/swiftshader/src/Shader/
H A DSamplerCore.cpp2088 const UShort4 yY = UShort4(iround(Yy * 0x4000)); in sampleTexel()
2089 const UShort4 rV = UShort4(iround(Rv * 0x4000)); in sampleTexel()
2090 const UShort4 gU = UShort4(iround(-Gu * 0x4000)); in sampleTexel()
2091 const UShort4 gV = UShort4(iround(-Gv * 0x4000)); in sampleTexel()
2092 const UShort4 bU = UShort4(iround(Bu * 0x4000)); in sampleTexel()
2094 const UShort4 r0 = UShort4(iround(-R0 * 0x4000)); in sampleTexel()
2095 const UShort4 g0 = UShort4(iround(G0 * 0x4000)); in sampleTexel()
2096 const UShort4 b0 = UShort4(iround(-B0 * 0x4000)); in sampleTexel()

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