Searched defs:ax (Results 1 - 4 of 4) sorted by relevance
/frameworks/av/tools/resampler_tools/ |
H A D | fir.cpp | 44 double ax,ans,y; local 45 ax=fabs(x); 46 if (ax < 3.75) { 52 y=3.75/ax; 53 ans=(exp(ax)/sqrt(ax))*(0.39894228+y*(0.1328592e-1
|
/frameworks/base/libs/hwui/ |
H A D | PathTessellator.cpp | 1020 float ax, float ay, 1025 float dx = bx - ax; 1035 float acx = (ax + cx) * 0.5f; 1044 recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy, 1019 recursiveQuadraticBezierVertices( float ax, float ay, float bx, float by, float cx, float cy, float sqrInvScaleX, float sqrInvScaleY, float thresholdSquared, Vector<Vertex>& outputVertices, int depth) argument
|
H A D | SpotShadow.cpp | 220 bool SpotShadow::ccw(float ax, float ay, float bx, float by, argument 222 return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
|
H A D | OpenGLRenderer.cpp | 2074 int ax = i + (meshWidth + 1) * 2; local 2075 int ay = ax + 1; 2084 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 2091 left = fminf(left, fminf(vertices[ax], fminf(vertices[bx], vertices[cx]))); 2093 right = fmaxf(right, fmaxf(vertices[ax], fmaxf(vertices[bx], vertices[cx])));
|
Completed in 160 milliseconds