Lines Matching refs:shade

74 	dev->shade.wExposure = dev->scan.negScan[dev->scan.dpiIdx].exposureTime;
75 dev->shade.wXStep = dev->scan.negScan[dev->scan.dpiIdx].xStepTime;
92 u12io_DataToRegister( dev, REG_LINECONTROL, _LOBYTE(dev->shade.wExposure));
93 u12io_DataToRegister( dev, REG_XSTEPTIME, _LOBYTE(dev->shade.wXStep));
95 dev->regs.RD_LineControl = _LOBYTE(dev->shade.wExposure);
96 dev->regs.RD_ExtLineControl = _HIBYTE(dev->shade.wExposure);
97 dev->regs.RD_XStepTime = (SANE_Byte)(dev->shade.wExposure);
283 dev->shade.bGainHigh = (SANE_Byte)dwR; /* >> 4 for average, >> 4 to 8-bit */
286 dev->shade.bGainHigh = (SANE_Byte)dwG;
288 dev->shade.bGainHigh = (SANE_Byte)dwB;
291 dev->shade.bGainHigh = (SANE_Byte)(dev->shade.bGainHigh - 0x18);
292 dev->shade.bGainLow = (SANE_Byte)(dev->shade.bGainHigh - 0x10);
295 dev->shade.Hilight.Colors.Red = 0;
296 dev->shade.Hilight.Colors.Green = 0;
297 dev->shade.Hilight.Colors.Blue = 0;
298 dev->shade.Gain.Colors.Red++;
299 dev->shade.Gain.Colors.Green++;
300 dev->shade.Gain.Colors.Blue++;
301 dev->shade.fStop = SANE_FALSE;
307 for( i = 16; i-- && !dev->shade.fStop;) {
309 dev->shade.fStop = SANE_TRUE;
311 u12shading_FillToDAC( dev, &dev->RegDACGain, &dev->shade.Gain );
336 dev->shade.fStop = SANE_FALSE;
344 dev->shade.fStop = SANE_FALSE;
348 u12shading_FillToDAC( dev, &dev->RegDACGain, &dev->shade.Gain );
354 dev->shade.pCcdDac->GainResize.Colors.Red =
356 dev->shade.pCcdDac->GainResize.Colors.Green =
358 dev->shade.pCcdDac->GainResize.Colors.Blue =
361 dev->shade.pCcdDac->GainResize.Colors.Red =
363 dev->shade.pCcdDac->GainResize.Colors.Green =
365 dev->shade.pCcdDac->GainResize.Colors.Blue =
369 dev->shade.DarkOffset.Colors.Red +=
371 dev->shade.DarkOffset.Colors.Green +=
373 dev->shade.DarkOffset.Colors.Blue +=
377 dev->shade.DarkOffset.Colors.Red =
378 (u_short)(dev->shade.DarkOffset.Colors.Red *
379 dev->shade.pCcdDac->GainResize.Colors.Red / 100UL);
380 dev->shade.DarkOffset.Colors.Green =
381 (u_short)(dev->shade.DarkOffset.Colors.Green *
382 dev->shade.pCcdDac->GainResize.Colors.Green / 100UL);
383 dev->shade.DarkOffset.Colors.Blue =
384 (u_short)(dev->shade.DarkOffset.Colors.Blue *
385 dev->shade.pCcdDac->GainResize.Colors.Blue / 100UL);