Searched refs:mat4 (Results 1 - 25 of 48) sorted by relevance

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/frameworks/native/services/surfaceflinger/Effects/
H A DDaltonizer.cpp18 #include <math/mat4.h>
36 const mat4& Daltonizer::operator()() {
46 mColorTransform = mat4();
51 const mat4 rgb2xyz( 0.4124, 0.2126, 0.0193, 0,
57 const mat4 xyz2lms( 0.7328,-0.7036, 0.0030, 0,
63 const mat4 rgb2lms(xyz2lms*rgb2xyz);
66 const mat4 lms2rgb(inverse(rgb2lms));
95 const mat4 lms2lmsp( 0.0000, 0.0000, 0.0000, 0,
101 const mat4 lms2lmsd( 1.0000, -p0.x / p0.y, 0.0000, 0,
107 const mat4 lms2lms
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H A DDaltonizer.h20 #include <math/mat4.h>
42 const mat4& operator()();
50 mat4 mColorTransform;
/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);
69 const mat4& getColorMatrix() const;
H A DTexture.h18 #include <math/mat4.h>
31 mat4 mTextureMatrix;
49 const mat4& getMatrix() const;
H A DDescription.cpp80 void Description::setProjectionMatrix(const mat4& mtx) {
85 void Description::setColorMatrix(const mat4& mtx) {
86 const mat4 identity;
91 const mat4& Description::getColorMatrix() const {
H A DTexture.cpp43 mTextureMatrix = mat4(matrix);
63 const mat4& Texture::getMatrix() const {
H A DGLES20RenderEngine.h51 mat4 colorTransform;
95 mat4 mSrgbToDisplayP3;
104 virtual mat4 setupColorTransform(const mat4& colorTransform);
H A DRenderEngine.h26 #include <math/mat4.h>
113 virtual mat4 setupColorTransform(const mat4& /* colorTransform */) {
114 return mat4();
H A DGLES20RenderEngine.cpp150 // mat has an initializer that expands mat3 to mat4, but
152 mat4 gamutTransform(transpose(srgbToP3));
183 mat4 m;
185 m = mat4::ortho(l, r, t, b, 0, 1);
187 m = mat4::ortho(l, r, b, t, 0, 1);
196 m = mat4::rotate(rot90InRadians, vec3(0,0,1)) * m;
199 m = mat4::rotate(rot90InRadians * 2.0f, vec3(0,0,1)) * m;
202 m = mat4::rotate(rot90InRadians * 3.0f, vec3(0,0,1)) * m;
325 mat4 GLES20RenderEngine::setupColorTransform(const mat4
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/frameworks/native/libs/vr/libdvrcommon/include/private/dvr/
H A Dmatrix_helpers.h10 // A helper function for creating a mat4 directly.
11 inline mat4 MakeMat4(float m00, float m01, float m02, float m03, float m10,
20 return mat4(matrix);
H A Dtypes.h42 using mat4 = mat4f;
/frameworks/base/libs/hwui/
H A DLayer.h93 inline mat4& getTexTransform() {
97 inline mat4& getTransform() {
139 mat4 texTransform;
144 mat4 transform;
H A DPathTessellator.h78 const mat4& transform, VertexBuffer& vertexBuffer);
92 const mat4& transform, VertexBuffer& vertexBuffer);
106 const mat4& transform, VertexBuffer& vertexBuffer);
H A DClipArea.h147 void clipRectWithTransform(const Rect& r, const mat4* transform,
149 void clipPathWithTransform(const SkPath& path, const mat4* transform,
185 void rectangleModeClipRectWithTransform(const Rect& r, const mat4* transform, SkRegion::Op op);
189 const mat4* transform, SkRegion::Op op);
194 void regionModeClipRectWithTransform(const Rect& r, const mat4* transform,
H A DProgram.cpp153 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
154 const mat4& transformMatrix, bool offset) {
159 mat4 p(projectionMatrix);
172 mat4 t(transformMatrix);
H A DShadowTessellator.h78 const mat4& receiverTransform, const Vector3& lightCenter, int lightRadius,
H A DSnapshot.h219 mat4* transform;
266 mat4 mOrthoMatrix;
269 mat4 mTransformRoot;
H A DProgram.h388 void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
389 const mat4& transformMatrix, bool offset = false);
457 mat4 mProjection;
H A DMatrix.cpp510 len = data[mat4::kScaleX] * data[mat4::kScaleX] + data[mat4::kSkewX] * data[mat4::kSkewX];
511 sx = copysignf(sqrtf(len), data[mat4::kScaleX]);
512 len = data[mat4::kScaleY] * data[mat4::kScaleY] + data[mat4::kSkewY] * data[mat4::kSkewY];
513 sy = copysignf(sqrtf(len), data[mat4
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H A DRenderNode.cpp446 void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
451 mat4 stat(*properties().getStaticMatrix());
454 mat4 anim(*properties().getAnimationMatrix());
467 mat4 true3dMat;
501 childOp->renderNode->computeOrderingImpl(childOp, &mProjectedNodes, &mat4::identity());
508 const mat4* transformFromProjectionSurface) {
535 const mat4* projectionTransform = nullptr;
543 projectionTransform = &mat4::identity();
H A DCanvasState.h153 inline const mat4* currentTransform() const { return currentSnapshot()->transform; }
/frameworks/native/libs/math/tests/
H A Dmat_test.cpp28 #include <math/mat4.h>
37 mat4 m0;
38 EXPECT_EQ(sizeof(mat4), sizeof(float)*16);
42 mat4 m0;
43 mat4 m1(2);
52 mat4 m0;
70 mat4 m1(2);
71 mat4 m2(vec4(2));
72 mat4 m3(m2);
78 mat4 m
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/frameworks/base/libs/hwui/pipeline/skia/
H A DSkiaDisplayList.cpp71 Matrix4 mat4(child.getRecordedMatrix());
72 info.damageAccumulator->pushTransform(&mat4);
H A DGLFunctorDrawable.cpp60 SkMatrix44 mat4(canvas->getTotalMatrix());
73 mat4.asColMajorf(&info.transform[0]);
H A DReorderBarrierDrawables.cpp165 mat4 hwuiMatrix;
197 mat4 zMatrix;
201 SkScalar C = zMatrix[mat4::kTranslateZ];

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