Searched refs:ax (Results 1 - 7 of 7) 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
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/frameworks/base/libs/hwui/ |
H A D | PathTessellator.h | 127 float ax, float ay,
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H A D | SpotShadow.h | 49 static bool ccw(float ax, float ay, float bx, float by, float cx, float cy);
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H A D | PathTessellator.cpp | 1085 float ax, float ay, 1090 float dx = bx - ax; 1100 float acx = (ax + cx) * 0.5f; 1109 recursiveQuadraticBezierVertices(ax, ay, mx, my, acx, acy, 1084 recursiveQuadraticBezierVertices( float ax, float ay, float bx, float by, float cx, float cy, const PathApproximationInfo& approximationInfo, std::vector<Vertex>& outputVertices, int depth) argument
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H A D | SpotShadow.cpp | 226 bool SpotShadow::ccw(float ax, float ay, float bx, float by, argument 228 return (bx - ax) * (cy - ay) - (by - ay) * (cx - ax) > EPSILON;
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H A D | OpenGLRenderer.cpp | 1549 int ax = i + (meshWidth + 1) * 2; local 1550 int ay = ax + 1; 1559 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]); 1566 left = std::min(left, std::min(vertices[ax], std::min(vertices[bx], vertices[cx]))); 1568 right = std::max(right, std::max(vertices[ax], std::max(vertices[bx], vertices[cx])));
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H A D | BakedOpDispatcher.cpp | 474 int ax = i + (op.meshWidth + 1) * 2; local 475 int ay = ax + 1; 485 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
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