Lines Matching refs:p2
754 OpacityType p2 = GetPxAlphaForAlphaImg(in.info, {intUPlus1, intV}); local
780 … const int64_t outA = __SMUAD(p1, w1) + __SMUAD(p2, w2) + __SMUAD(p3, w3) + __SMUAD(p4, w4);
782 const int64_t outA = p1 * w1 + p2 * w2 + p3 * w3 + p4 * w4;
860 const Color16 p2 = *(reinterpret_cast<Color16*>(&imgHead[px1 + in.pixelSize])); local
886 … __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.red, w4);
888 … __SMUAD(p1.green, w1) + __SMUAD(p2.green, w2) + __SMUAD(p3.green, w3) + __SMUAD(p4.green, w4);
890 … __SMUAD(p1.blue, w1) + __SMUAD(p2.blue, w2) + __SMUAD(p3.blue, w3) + __SMUAD(p4.blue, w4);
892 const int64_t outR = p1.red * w1 + p2.red * w2 + p3.red * w3 + p4.red * w4;
893 const int64_t outG = p1.green * w1 + p2.green * w2 + p3.green * w3 + p4.green * w4;
894 const int64_t outB = p1.blue * w1 + p2.blue * w2 + p3.blue * w3 + p4.blue * w4;
979 const Color24 p2 = *(reinterpret_cast<Color24*>(&imgHead[px1 + in.pixelSize])); local
1006 … __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.red, w4);
1008 … __SMUAD(p1.green, w1) + __SMUAD(p2.green, w2) + __SMUAD(p3.green, w3) + __SMUAD(p4.green, w4);
1010 … __SMUAD(p1.blue, w1) + __SMUAD(p2.blue, w2) + __SMUAD(p3.blue, w3) + __SMUAD(p4.blue, w4);
1012 const int64_t outR = p1.red * w1 + p2.red * w2 + p3.red * w3 + p4.red * w4;
1013 const int64_t outG = p1.green * w1 + p2.green * w2 + p3.green * w3 + p4.green * w4;
1014 const int64_t outB = p1.blue * w1 + p2.blue * w2 + p3.blue * w3 + p4.blue * w4;
1071 const ColorType p2 = *(reinterpret_cast<ColorType*>(&imgHead[px1 + in.pixelSize])); local
1086 …const int32_t outR = __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.…
1088 … __SMUAD(p1.green, w1) + __SMUAD(p2.green, w2) + __SMUAD(p3.green, w3) + __SMUAD(p4.green, w4);
1090 … __SMUAD(p1.blue, w1) + __SMUAD(p2.blue, w2) + __SMUAD(p3.blue, w3) + __SMUAD(p4.blue, w4);
1092 … __SMUAD(p1.alpha, w1) + __SMUAD(p2.alpha, w2) + __SMUAD(p3.alpha, w3) + __SMUAD(p4.alpha, w4);
1094 const int32_t outR = p1.red * w1 + p2.red * w2 + p3.red * w3 + p4.red * w4;
1095 const int32_t outG = p1.green * w1 + p2.green * w2 + p3.green * w3 + p4.green * w4;
1096 const int32_t outB = p1.blue * w1 + p2.blue * w2 + p3.blue * w3 + p4.blue * w4;
1097 const int32_t outA = p1.alpha * w1 + p2.alpha * w2 + p3.alpha * w3 + p4.alpha * w4;
1139 const ColorType p2 = *(reinterpret_cast<ColorType*>(&imgHead[px1 + in.pixelSize])); local
1155 …const int64_t outR = __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.…
1157 … __SMUAD(p1.green, w1) + __SMUAD(p2.green, w2) + __SMUAD(p3.green, w3) + __SMUAD(p4.green, w4);
1159 … __SMUAD(p1.blue, w1) + __SMUAD(p2.blue, w2) + __SMUAD(p3.blue, w3) + __SMUAD(p4.blue, w4);
1161 … __SMUAD(p1.alpha, w1) + __SMUAD(p2.alpha, w2) + __SMUAD(p3.alpha, w3) + __SMUAD(p4.alpha, w4);
1163 const int64_t outR = p1.red * w1 + p2.red * w2 + p3.red * w3 + p4.red * w4;
1164 const int64_t outG = p1.green * w1 + p2.green * w2 + p3.green * w3 + p4.green * w4;
1165 const int64_t outB = p1.blue * w1 + p2.blue * w2 + p3.blue * w3 + p4.blue * w4;
1166 const int64_t outA = p1.alpha * w1 + p2.alpha * w2 + p3.alpha * w3 + p4.alpha * w4;
1385 const ColorType p2 = *(reinterpret_cast<ColorType*>(&imgHead[px1 + in.pixelSize])); local
1399 … __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.red, w4);
1401 … __SMUAD(p1.green, w1) + __SMUAD(p2.green, w2) + __SMUAD(p3.green, w3) + __SMUAD(p4.green, w4);
1403 … __SMUAD(p1.blue, w1) + __SMUAD(p2.blue, w2) + __SMUAD(p3.blue, w3) + __SMUAD(p4.blue, w4);
1405 … __SMUAD(p1.alpha, w1) + __SMUAD(p2.alpha, w2) + __SMUAD(p3.alpha, w3) + __SMUAD(p4.alpha, w4);
1407 const int64_t outR = p1.red * w1 + p2.red * w2 + p3.red * w3 + p4.red * w4;
1408 const int64_t outG = p1.green * w1 + p2.green * w2 + p3.green * w3 + p4.green * w4;
1409 const int64_t outB = p1.blue * w1 + p2.blue * w2 + p3.blue * w3 + p4.blue * w4;
1410 const int64_t outA = p1.alpha * w1 + p2.alpha * w2 + p3.alpha * w3 + p4.alpha * w4;
1428 … __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.red, w4);
1430 … __SMUAD(p1.green, w1) + __SMUAD(p2.green, w2) + __SMUAD(p3.green, w3) + __SMUAD(p4.green, w4);
1432 … __SMUAD(p1.blue, w1) + __SMUAD(p2.blue, w2) + __SMUAD(p3.blue, w3) + __SMUAD(p4.blue, w4);
1434 … __SMUAD(p1.alpha, w1) + __SMUAD(p2.alpha, w2) + __SMUAD(p3.alpha, w3) + __SMUAD(p4.alpha, w4);
1436 const int32_t outR = p1.red * w1 + p2.red * w2 + p3.red * w3 + p4.red * w4;
1437 const int32_t outG = p1.green * w1 + p2.green * w2 + p3.green * w3 + p4.green * w4;
1438 const int32_t outB = p1.blue * w1 + p2.blue * w2 + p3.blue * w3 + p4.blue * w4;
1439 const int32_t outA = p1.alpha * w1 + p2.alpha * w2 + p3.alpha * w3 + p4.alpha * w4;
1725 bool p3IsInRight = ((triangleInfo.p1.y - triangleInfo.p2.y) * triangleInfo.p3.x +
1726 (triangleInfo.p2.x - triangleInfo.p1.x) * triangleInfo.p3.y +
1727 … triangleInfo.p1.x * triangleInfo.p2.y - triangleInfo.p2.x * triangleInfo.p1.y) < 0;
1746 if (triangleInfo.p2.y == triangleInfo.p1.y) {
1752 … edge1 = TriangleEdge(triangleInfo.p1.x, triangleInfo.p1.y, triangleInfo.p2.x, triangleInfo.p2.y);
1755 … edge2 = TriangleEdge(triangleInfo.p1.x, triangleInfo.p1.y, triangleInfo.p2.x, triangleInfo.p2.y);
1760 part.yMax = MATH_MIN(mask.GetBottom(), triangleInfo.p2.y);
1771 if (triangleInfo.p2.y == triangleInfo.p3.y) {
1775 if (triangleInfo.p2.y == triangleInfo.p1.y) {
1776 if (triangleInfo.p1.x < triangleInfo.p2.x) {
1778 … edge2 = TriangleEdge(triangleInfo.p2.x, triangleInfo.p2.y, triangleInfo.p3.x, triangleInfo.p3.y);
1781 … edge1 = TriangleEdge(triangleInfo.p2.x, triangleInfo.p2.y, triangleInfo.p3.x, triangleInfo.p3.y);
1785 … edge1 = TriangleEdge(triangleInfo.p2.x, triangleInfo.p2.y, triangleInfo.p3.x, triangleInfo.p3.y);
1787 … edge2 = TriangleEdge(triangleInfo.p2.x, triangleInfo.p2.y, triangleInfo.p3.x, triangleInfo.p3.y);
1791 part.yMin = MATH_MAX(mask.GetTop(), triangleInfo.p2.y + yErr);
1931 Point p2; local
1932 p2.x = polygon[1].x_ + position.x; // 1:second point
1933 p2.y = polygon[1].y_ + position.y; // 1:second point
1937 …triangleInfo.isRightPart = ((p1.y - p3.y) * p2.x + (p3.x - p1.x) * p2.y + p1.x * p3.y - p3.x * p1.…
1939 DrawTriangle::SortVertexs(p1, p2, p3);
1942 triangleInfo.p2 = p2;
1959 triangleInfo.p2 = p3;