Searched refs:mag (Results 1 - 11 of 11) sorted by relevance

/frameworks/rs/cpp/
H A DSampler.cpp33 Sampler::Sampler(sp<RS> rs, void* id, RsSamplerValue min, RsSamplerValue mag, argument
38 RsSamplerValue mMag = mag;
64 sp<Sampler> Sampler::create(const sp<RS>& rs, RsSamplerValue min, RsSamplerValue mag, argument
67 void* id = RS::dispatch->SamplerCreate(rs->getContext(), min, mag, wrapS, wrapT,
69 return new Sampler(rs, id, min, mag, wrapS, wrapT, anisotropy);
H A DrsCppStructs.h4229 Sampler(sp<RS> rs, void* id, RsSamplerValue min, RsSamplerValue mag,
4242 * @param[in] mag magnification
4247 static sp<Sampler> create(const sp<RS>& rs, RsSamplerValue min, RsSamplerValue mag, RsSamplerValue wrapS, RsSamplerValue wrapT, float anisotropy);
4271 * Retrieve a sampler with min and mag set to nearest and wrap modes set to
4280 * Retrieve a sampler with min and mag set to linear and wrap modes set to
4289 * Retrieve a sampler with mag set to linear, min linear mipmap linear, and
4298 * Retrieve a sampler with min and mag set to nearest and wrap modes set to
4307 * Retrieve a sampler with min and mag set to linear and wrap modes set to
4316 * Retrieve a sampler with mag set to linear, min linear mipmap linear, and
4325 * Retrieve a sampler with min and mag se
[all...]
/frameworks/native/opengl/tests/angeles/
H A Ddemo.c620 GLfloat mag; local
628 mag = (float)sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
629 if (mag) { /* mpichler, 19950515 */
630 z[0] /= mag;
631 z[1] /= mag;
632 z[2] /= mag;
655 mag = (float)sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
656 if (mag) {
657 x[0] /= mag;
658 x[1] /= mag;
[all...]
/frameworks/base/libs/hwui/
H A DTexture.cpp68 void Texture::setFilterMinMag(GLenum min, GLenum mag, bool bindTexture, bool force) { argument
69 if (force || min != mMinFilter || mag != mMagFilter) {
71 mMagFilter = mag;
80 glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, mag);
H A DSkiaShader.cpp88 const float mag = vec.length(); local
89 const float inv = mag ? 1.0f / mag : 0;
H A DTexture.h75 virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false,
/frameworks/base/services/core/java/com/android/server/
H A DAnyMotionDetector.java382 float mag = norm();
383 return new Vector3(timeMillisSinceBoot, x / mag, y / mag, z / mag);
/frameworks/base/core/java/android/util/
H A DMathUtils.java106 public static float mag(float a, float b) { method in class:MathUtils
110 public static float mag(float a, float b, float c) { method in class:MathUtils
/frameworks/native/services/sensorservice/
H A DSensorFusion.cpp96 const vec3_t mag(event.data);
99 mFusions[i].handleMag(mag);// fusion in no mag mode will ignore
204 result.appendFormat("game fusion(no mag) %s (%zd clients), "
/frameworks/support/core-ui/java/android/support/v4/widget/
H A DSlidingPaneLayout.java973 private void dimChildView(View v, float mag, int fadeColor) { argument
976 if (mag > 0 && fadeColor != 0) {
978 int imag = (int) (baseAlpha * mag);
/frameworks/base/tools/layoutlib/bridge/src/android/graphics/drawable/
H A DVectorDrawable_Delegate.java1230 float scaleX = MathUtils.mag(unitVectors[0], unitVectors[1]);
1231 float scaleY = MathUtils.mag(unitVectors[2], unitVectors[3]);

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