Lines Matching defs:p3

755                 OpacityType p3 = GetPxAlphaForAlphaImg(in.info, {intU, intVPlus1});
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;
861 const Color16 p3 = *(reinterpret_cast<Color16*>(&imgHead[px1 + in.srcLineWidth]));
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;
980 const Color24 p3 = *(reinterpret_cast<Color24*>(&imgHead[px1 + in.srcLineWidth]));
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;
1072 const ColorType p3 = *(reinterpret_cast<ColorType*>(&imgHead[px1 + in.srcLineWidth]));
1086 const int32_t outR = __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.red, w4);
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;
1140 const ColorType p3 = *(reinterpret_cast<ColorType*>(&imgHead[px1 + in.srcLineWidth]));
1155 const int64_t outR = __SMUAD(p1.red, w1) + __SMUAD(p2.red, w2) + __SMUAD(p3.red, w3) + __SMUAD(p4.red, w4);
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;
1386 const ColorType p3 = *(reinterpret_cast<ColorType*>(&imgHead[px1 + in.srcLineWidth]));
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 +
1753 edge2 = TriangleEdge(triangleInfo.p1.x, triangleInfo.p1.y, triangleInfo.p3.x, triangleInfo.p3.y);
1756 edge1 = TriangleEdge(triangleInfo.p1.x, triangleInfo.p1.y, triangleInfo.p3.x, triangleInfo.p3.y);
1771 if (triangleInfo.p2.y == triangleInfo.p3.y) {
1777 edge1 = TriangleEdge(triangleInfo.p1.x, triangleInfo.p1.y, triangleInfo.p3.x, triangleInfo.p3.y);
1778 edge2 = TriangleEdge(triangleInfo.p2.x, triangleInfo.p2.y, triangleInfo.p3.x, triangleInfo.p3.y);
1780 edge2 = TriangleEdge(triangleInfo.p1.x, triangleInfo.p1.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);
1792 part.yMax = MATH_MIN(mask.GetBottom(), triangleInfo.p3.y);
1934 Point p3;
1935 p3.x = polygon[2].x_ + position.x; // 2:third point
1936 p3.y = polygon[2].y_ + position.y; // 2:third point
1937 triangleInfo.isRightPart = ((p1.y - p3.y) * p2.x + (p3.x - p1.x) * p2.y + p1.x * p3.y - p3.x * p1.y) < 0;
1938 triangleInfo.isRightPart = (p1.y < p3.y) ? triangleInfo.isRightPart : !triangleInfo.isRightPart;
1939 DrawTriangle::SortVertexs(p1, p2, p3);
1943 triangleInfo.p3 = p3;
1944 if ((triangleInfo.p1.y <= mask.GetBottom()) && (triangleInfo.p3.y >= mask.GetTop())) {
1952 p3.x = polygon[2].x_ + position.x; // 2:third point
1953 p3.y = polygon[2].y_ + position.y; // 2:third point
1957 DrawTriangle::SortVertexs(p1, p3, p4);
1959 triangleInfo.p2 = p3;
1960 triangleInfo.p3 = p4;
1961 if ((triangleInfo.p1.y <= mask.GetBottom()) && (triangleInfo.p3.y >= mask.GetTop())) {