56 writes to W
System.Private.CoreLib (56)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (56)
56W = Vector4.Create(m41, m42, m43, m44); 65W = Vector4.Create(value.Z, 0, 1); 78result.W = Vector4.UnitW; 127W = Vector4.Create(value, W.W); 139result.W = left.W + right.W; 170result.W = Vector4.Transform(left.W, in right); 183result.W = left.W * right; 196result.W = left.W - right.W; 209result.W = -value.W; 240result.W = Vector4.Create(objectPosition, 1); 271result.W = Vector4.Create(objectPosition, 1); 332result.W = Vector4.Create(objectPosition, 1); 392result.W = Vector4.Create(objectPosition, 1); 438result.W = Vector4.UnitW; 475result.W = Vector4.UnitW; 493result.W = Vector4.Create(0, 0, range * zNearPlane, 1); 511result.W = Vector4.Create(0, 0, -range * zNearPlane, 1); 531result.W = Vector4.Create( 556result.W = Vector4.Create( 584result.W = Vector4.Create(0, 0, range * nearPlaneDistance, 0); 607result.W = Vector4.Create(0, 0, -range * nearPlaneDistance, 0); 634result.W = Vector4.Create(0, 0, range * nearPlaneDistance, 0); 661result.W = Vector4.Create(0, 0, -range * nearPlaneDistance, 0); 691result.W = Vector4.Create(0, 0, range * nearPlaneDistance, 0); 721result.W = Vector4.Create(0, 0, -range * nearPlaneDistance, 0); 740result.W = Vector4.MultiplyAddEstimate(Vector4.Create(p.W), s, Vector4.UnitW); 760result.W = Vector4.UnitW; 783result.W = Vector4.Create(0, y, z, 1); 803result.W = Vector4.UnitW; 826result.W = Vector4.Create(x, 0, z, 1); 846result.W = Vector4.UnitW; 869result.W = Vector4.Create(x, y, 0, 1); 882result.W = Vector4.UnitW; 895result.W = Vector4.Create(centerPoint * (Vector3.One - Vector3.Create(scaleX, scaleY, scaleZ)), 1); 908result.W = Vector4.UnitW; 921result.W = Vector4.Create(centerPoint * (Vector3.One - scales), 1); 934result.W = Vector4.UnitW; 947result.W = Vector4.Create(centerPoint * (Vector3.One - Vector3.Create(scale)), 1); 966result.W = Vector4.MultiplyAddEstimate(l, Vector4.Create(p.W), Vector4.Create(0, 0, 0, dot)); 979result.W = Vector4.Create(position, 1); 992result.W = Vector4.Create(positionX, positionY, positionZ, 1); 1004result.W = Vector4.Create(width, height, 0f, 0f); 1005result.W *= Vector4.Create(0.5f, 0.5f, 0f, 0f); 1010result.W += Vector4.Create(x, y, minDepth, 1f); 1021result.W = Vector4.Create(width, height, 0f, 0f); 1022result.W *= Vector4.Create(0.5f, 0.5f, 0f, 0f); 1027result.W += Vector4.Create(x, y, minDepth, 1f); 1044result.W = Vector4.Create(position, 1); 1394result.W = vNaN; 1406result.W = (C6 * vTemp).AsVector4(); 1532result.W = vNaN; 1585result.W = Vector4.Lerp(left.W, right.W, amount); 1642result.W = Vector4.Create( 1675result.W = AdvSimd.Arm64.ZipHigh(upperXZ, upperYW).AsVector4(); // x[3], y[3], z[3], w[3] 1692result.W = Sse.UnpackHigh(upperXZ, upperYW).AsVector4(); // x[3], y[3], z[3], w[3] 1699result.W = Vector4.Create(matrix.X.W, matrix.Y.W, matrix.Z.W, matrix.W.W);
56 references to W
System.Private.CoreLib (56)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (53)
115&& (W == Vector4.UnitW); 122readonly get => W.AsVector3(); 127W = Vector4.Create(value, W.W); 139result.W = left.W + right.W; 150&& (left.W == right.W); 159|| (left.W != right.W); 170result.W = Vector4.Transform(left.W, in right); 183result.W = left.W * right; 196result.W = left.W - right.W; 209result.W = -value.W; 1007result.X = Vector4.Create(result.W.X, 0f, 0f, 0f); 1008result.Y = Vector4.Create(0f, -result.W.Y, 0f, 0f); 1024result.X = Vector4.Create(result.W.X, 0f, 0f, 0f); 1025result.Y = Vector4.Create(0f, -result.W.Y, 0f, 0f); 1060translation = matrix.W.AsVector3(); 1262Vector128<float> row4 = matrix.W.AsVector128(); 1509float m = matrix.W.X, n = matrix.W.Y, o = matrix.W.Z, p = matrix.W.W; 1542result.W.X = a14 * invDet; 1547result.W.Y = +(a * jo_kn - b * io_km + c * in_jm) * invDet; 1559result.W.Z = -(a * fo_gn - b * eo_gm + c * en_fm) * invDet; 1571result.W.W = +(a * fk_gj - b * ek_gi + c * ej_fi) * invDet; 1585result.W = Vector4.Lerp(left.W, right.W, amount); 1643value.W.X * q11 + value.W.Y * q21 + value.W.Z * q31, 1644value.W.X * q12 + value.W.Y * q22 + value.W.Z * q32, 1645value.W.X * q13 + value.W.Y * q23 + value.W.Z * q33, 1646value.W.W 1665Vector128<float> w = matrix.W.AsVector128(); 1682Vector128<float> w = matrix.W.AsVector128(); 1696result.X = Vector4.Create(matrix.X.X, matrix.Y.X, matrix.Z.X, matrix.W.X); 1697result.Y = Vector4.Create(matrix.X.Y, matrix.Y.Y, matrix.Z.Y, matrix.W.Y); 1698result.Z = Vector4.Create(matrix.X.Z, matrix.Y.Z, matrix.Z.Z, matrix.W.Z); 1699result.W = Vector4.Create(matrix.X.W, matrix.Y.W, matrix.Z.W, matrix.W.W); 1718&& W.Equals(other.W); 1754float m = W.X, n = W.Y, o = W.Z, p = W.W; 1770public override readonly int GetHashCode() => HashCode.Combine(X, Y, Z, W);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (3)
979return result + matrix.W; 1004return result + matrix.W; 1029result = MultiplyAddEstimate(matrix.W, Create(vector.W), result);