53 writes to X
System.Private.CoreLib (53)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (53)
53
X
= Vector4.Create(m11, m12, m13, m14);
62
X
= Vector4.Create(value.X, 0, 0);
75
result.
X
= Vector4.UnitX;
103
Unsafe.Add(ref
X
, row)[column] = value;
136
result.
X
= left.X + right.X;
167
result.
X
= Vector4.Transform(left.X, in right);
180
result.
X
= left.X * right;
193
result.
X
= left.X - right.X;
206
result.
X
= -value.X;
237
result.
X
= axisX.AsVector4();
268
result.
X
= axisX.AsVector4();
329
result.
X
= axisX.AsVector4();
389
result.
X
= axisX.AsVector4();
420
result.
X
= Vector4.Create(
472
result.
X
= Vector4.Create(axisX, Vector3.Dot(axisX, negativeCameraPosition));
490
result.
X
= Vector4.Create(2.0f / width, 0, 0, 0);
508
result.
X
= Vector4.Create(2.0f / width, 0, 0, 0);
528
result.
X
= Vector4.Create(reciprocalWidth + reciprocalWidth, 0, 0, 0);
553
result.
X
= Vector4.Create(reciprocalWidth + reciprocalWidth, 0, 0, 0);
581
result.
X
= Vector4.Create(dblNearPlaneDistance / width, 0, 0, 0);
604
result.
X
= Vector4.Create(dblNearPlaneDistance / width, 0, 0, 0);
631
result.
X
= Vector4.Create(width, 0, 0, 0);
658
result.
X
= Vector4.Create(width, 0, 0, 0);
683
result.
X
= Vector4.Create(dblNearPlaneDistance * reciprocalWidth, 0, 0, 0);
713
result.
X
= Vector4.Create(dblNearPlaneDistance * reciprocalWidth, 0, 0, 0);
737
result.
X
= Vector4.MultiplyAddEstimate(Vector4.Create(p.X), s, Vector4.UnitX);
757
result.
X
= Vector4.UnitX;
780
result.
X
= Vector4.UnitX;
800
result.
X
= Vector4.Create(c, 0, -s, 0);
823
result.
X
= Vector4.Create(c, 0, -s, 0);
843
result.
X
= Vector4.Create( c, s, 0, 0);
866
result.
X
= Vector4.Create( c, s, 0, 0);
879
result.
X
= Vector4.Create(scaleX, 0, 0, 0);
892
result.
X
= Vector4.Create(scaleX, 0, 0, 0);
905
result.
X
= Vector4.Create(scales.X, 0, 0, 0);
918
result.
X
= Vector4.Create(scales.X, 0, 0, 0);
931
result.
X
= Vector4.Create(scale, 0, 0, 0);
944
result.
X
= Vector4.Create(scale, 0, 0, 0);
963
result.
X
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.X), Vector4.Create(dot, 0, 0, 0));
976
result.
X
= Vector4.UnitX;
989
result.
X
= Vector4.UnitX;
1007
result.
X
= Vector4.Create(result.W.X, 0f, 0f, 0f);
1024
result.
X
= Vector4.Create(result.W.X, 0f, 0f, 0f);
1041
result.
X
= axisX.AsVector4();
1063
(Vector3*)&matTemp.
X
,
1391
result.
X
= vNaN;
1403
result.
X
= (C0 * vTemp).AsVector4();
1529
result.
X
= vNaN;
1582
result.
X
= Vector4.Lerp(left.X, right.X, amount);
1624
result.
X
= Vector4.Create(
1672
result.
X
= AdvSimd.Arm64.ZipLow(lowerXZ, lowerYW).AsVector4(); // x[0], y[0], z[0], w[0]
1689
result.
X
= Sse.UnpackLow(lowerXZ, lowerYW).AsVector4(); // x[0], y[0], z[0], w[0]
1696
result.
X
= Vector4.Create(matrix.X.X, matrix.Y.X, matrix.Z.X, matrix.W.X);
53 references to X
System.Private.CoreLib (53)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (48)
93
return Unsafe.Add(ref Unsafe.AsRef(in
X
), row)[column];
112
return (
X
== Vector4.UnitX)
136
result.X = left.
X
+ right.
X
;
147
return (left.
X
== right.
X
)
156
return (left.
X
!= right.
X
)
167
result.X = Vector4.Transform(left.
X
, in right);
180
result.X = left.
X
* right;
193
result.X = left.
X
- right.
X
;
206
result.X = -value.
X
;
1068
*(vectorBasis[0]) = matrix.
X
.AsVector3();
1259
Vector128<float> row1 = matrix.
X
.AsVector128();
1506
float a = matrix.
X
.X, b = matrix.
X
.Y, c = matrix.
X
.Z, d = matrix.
X
.W;
1539
result.
X
.X = a11 * invDet;
1544
result.
X
.Y = -(b * kp_lo - c * jp_ln + d * jo_kn) * invDet;
1556
result.
X
.Z = +(b * gp_ho - c * fp_hn + d * fo_gn) * invDet;
1568
result.
X
.W = -(b * gl_hk - c * fl_hj + d * fk_gj) * invDet;
1582
result.X = Vector4.Lerp(left.
X
, right.
X
, amount);
1625
value.
X
.X * q11 + value.
X
.Y * q21 + value.
X
.Z * q31,
1626
value.
X
.X * q12 + value.
X
.Y * q22 + value.
X
.Z * q32,
1627
value.
X
.X * q13 + value.
X
.Y * q23 + value.
X
.Z * q33,
1628
value.
X
.W
1662
Vector128<float> x = matrix.
X
.AsVector128();
1679
Vector128<float> x = matrix.
X
.AsVector128();
1696
result.X = Vector4.Create(matrix.
X
.X, matrix.Y.X, matrix.Z.X, matrix.W.X);
1697
result.Y = Vector4.Create(matrix.
X
.Y, matrix.Y.Y, matrix.Z.Y, matrix.W.Y);
1698
result.Z = Vector4.Create(matrix.
X
.Z, matrix.Y.Z, matrix.Z.Z, matrix.W.Z);
1699
result.W = Vector4.Create(matrix.
X
.W, matrix.Y.W, matrix.Z.W, matrix.W.W);
1715
return
X
.Equals(other.
X
)
1751
float a =
X
.X, b =
X
.Y, c =
X
.Z, d =
X
.W;
1770
public override readonly int GetHashCode() => HashCode.Combine(
X
, Y, Z, W);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector2.cs (1)
951
Vector4 result = matrix.
X
* normal.X;
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector3.cs (1)
958
Vector4 result = matrix.
X
* normal.X;
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (3)
977
Vector4 result = matrix.
X
* position.X;
1001
Vector4 result = matrix.
X
* position.X;
1026
Vector4 result = matrix.
X
* vector.X;