Searched refs:mat4 (Results 1 - 25 of 39) sorted by relevance

12

/frameworks/native/services/surfaceflinger/Effects/
H A DDaltonizer.cpp18 #include <ui/mat4.h>
43 const mat4& Daltonizer::operator()() {
53 const mat4 rgb2xyz( 0.4124, 0.2126, 0.0193, 0,
59 const mat4 xyz2lms( 0.7328,-0.7036, 0.0030, 0,
65 const mat4 rgb2lms(xyz2lms*rgb2xyz);
68 const mat4 lms2rgb(inverse(rgb2lms));
97 const mat4 lms2lmsp( 0.0000, 0.0000, 0.0000, 0,
103 const mat4 lms2lmsd( 1.0000, -p0.x / p0.y, 0.0000, 0,
109 const mat4 lms2lmst( 1.0000, 0.0000, -p1.x / p1.z, 0,
121 const mat4 err
[all...]
H A DDaltonizer.h20 #include <ui/mat4.h>
47 const mat4& operator()();
55 mat4 mColorTransform;
/frameworks/native/libs/ui/tests/
H A Dmat_test.cpp24 #include <ui/mat4.h>
33 mat4 m0;
34 EXPECT_EQ(sizeof(mat4), sizeof(float)*16);
38 mat4 m0;
39 mat4 m1(2);
48 mat4 m0;
66 mat4 m1(2);
67 mat4 m2(vec4(2));
68 mat4 m3(m2);
74 mat4 m
[all...]
/frameworks/native/services/surfaceflinger/RenderEngine/
H A DDescription.h52 mat4 mProjectionMatrix;
55 mat4 mColorMatrix;
67 void setProjectionMatrix(const mat4& mtx);
68 void setColorMatrix(const mat4& mtx);
H A DTexture.h18 #include <ui/mat4.h>
31 mat4 mTextureMatrix;
49 const mat4& getMatrix() const;
H A DTexture.cpp43 mTextureMatrix = mat4(matrix);
63 const mat4& Texture::getMatrix() const {
H A DDescription.cpp80 void Description::setProjectionMatrix(const mat4& mtx) {
85 void Description::setColorMatrix(const mat4& mtx) {
86 const mat4 identity;
H A DGLES20RenderEngine.cpp95 mat4 m;
97 m = mat4::ortho(l, r, t, b, 0, 1);
99 m = mat4::ortho(l, r, b, t, 0, 1);
108 m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
111 m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
114 m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
246 void GLES20RenderEngine::beginGroup(const mat4& colorTransform) {
311 mState.setColorMatrix(mat4());
H A DGLES20RenderEngine.h51 mat4 colorTransform;
80 virtual void beginGroup(const mat4& colorTransform);
H A DRenderEngine.h26 #include <ui/mat4.h>
111 virtual void beginGroup(const mat4& colorTransform) = 0;
H A DGLES11RenderEngine.h65 virtual void beginGroup(const mat4& colorTransform);
/frameworks/base/libs/hwui/
H A DSkiaShader.h54 static void setupProgram(Caches* caches, const mat4& modelViewMatrix,
64 static void setupProgram(Caches* caches, const mat4& modelViewMatrix,
77 static void setupProgram(Caches* caches, const mat4& modelViewMatrix,
88 static void setupProgram(Caches* caches, const mat4& modelViewMatrix,
101 static void setupProgram(Caches* caches, const mat4& modelViewMatrix,
112 static void setupProgram(Caches* caches, const mat4& modelViewMatrix,
H A DPathTessellator.h54 const mat4& transform, VertexBuffer& vertexBuffer);
68 const mat4& transform, VertexBuffer& vertexBuffer);
82 const mat4& transform, VertexBuffer& vertexBuffer);
H A DProgram.cpp156 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
157 const mat4& transformMatrix, bool offset) {
162 mat4 p(projectionMatrix);
175 mat4 t(transformMatrix);
H A DSkiaShader.cpp71 static void computeScreenSpaceMatrix(mat4& screenSpace, const SkMatrix& unitMatrix,
72 const SkMatrix& localMatrix, const mat4& modelViewMatrix) {
73 mat4 shaderMatrix;
139 typedef void (*setupProgramProc)(Caches* caches, const mat4& modelViewMatrix,
155 void SkiaShader::setupProgram(Caches* caches, const mat4& modelViewMatrix,
170 void SkiaLayerShader::setupProgram(Caches* caches, const mat4& modelViewMatrix,
183 mat4 textureTransform;
263 void SkiaBitmapShader::setupProgram(Caches* caches, const mat4& modelViewMatrix,
284 mat4 textureTransform;
366 void SkiaGradientShader::setupProgram(Caches* caches, const mat4
[all...]
H A DSnapshot.h230 mat4* transform;
298 mat4 mOrthoMatrix;
306 mat4 mTransformRoot;
H A DLayer.h269 inline mat4& getTexTransform() {
273 inline mat4& getTransform() {
408 mat4 texTransform;
413 mat4 transform;
418 mat4 cachedInvTransformInWindow;
H A DProgram.h360 void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
361 const mat4& transformMatrix, bool offset = false);
434 mat4 mProjection;
H A DShadowTessellator.h76 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
H A DMatrix.cpp481 len = data[mat4::kScaleX] * data[mat4::kScaleX] + data[mat4::kSkewX] * data[mat4::kSkewX];
482 sx = copysignf(sqrtf(len), data[mat4::kScaleX]);
483 len = data[mat4::kScaleY] * data[mat4::kScaleY] + data[mat4::kSkewY] * data[mat4::kSkewY];
484 sy = copysignf(sqrtf(len), data[mat4
[all...]
H A DRenderNode.cpp467 void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
472 mat4 stat(*properties().getStaticMatrix());
475 mat4 anim(*properties().getAnimationMatrix());
488 mat4 true3dMat;
523 properties().getOutline().getPath(), &mProjectedNodes, &mat4::identity());
531 const mat4* transformFromProjectionSurface) {
559 const mat4* projectionTransform = NULL;
568 projectionTransform = &mat4::identity();
670 mat4 shadowMatrixXY(transformFromParent);
674 mat4 shadowMatrix
[all...]
H A DStatefulBaseRenderer.h102 inline const mat4* currentTransform() const {
H A DRenderNode.h180 void applyViewPropertyTransforms(mat4& matrix, bool true3dTransform = false) const;
200 const mat4* transformFromProjectionSurface);
H A DSnapshot.cpp181 mat4 inverse;
206 mat4 inverse;
H A DDeferredDisplayList.h63 mat4 mMatrix;

Completed in 115 milliseconds

12