Searched refs:ax (Results 1 - 6 of 6) sorted by relevance

/frameworks/av/tools/resampler_tools/
H A Dfir.cpp44 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 DPathTessellator.h104 float ax, float ay,
H A DSpotShadow.h48 static bool ccw(float ax, float ay, float bx, float by, float cx, float cy);
H A DPathTessellator.cpp1020 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 DSpotShadow.cpp220 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 DOpenGLRenderer.cpp2074 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 741 milliseconds