Searched refs:iround (Results 1 - 10 of 10) sorted by relevance
/third_party/skia/third_party/externals/swiftshader/src/Renderer/ |
H A D | TextureStage.cpp | 95 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 D | PixelProcessor.cpp | 108 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 D | Sampler.cpp | 294 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()
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H A D | Color.hpp | 140 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()
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H A D | Renderer.cpp | 2124 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()
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/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/ |
H A D | integer.hpp | 84 GLM_FUNC_DECL vecType<int, P> iround(vecType<T, P> const & x);
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/third_party/skia/tests/ |
H A D | MathTest.cpp | 339 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()
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/third_party/skia/third_party/externals/swiftshader/src/Common/ |
H A D | Math.hpp | 89 inline int iround(float x) in iround() function
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/third_party/skia/third_party/externals/swiftshader/src/System/ |
H A D | Math.hpp | 81 inline int iround(float x) in iround() function
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/third_party/skia/third_party/externals/swiftshader/src/Shader/ |
H A D | SamplerCore.cpp | 2088 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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