52 writes to Y
System.Private.CoreLib (52)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (52)
54
Y
= Vector4.Create(m21, m22, m23, m24);
63
Y
= Vector4.Create(value.Y, 0, 0);
76
result.
Y
= Vector4.UnitY;
137
result.
Y
= left.Y + right.Y;
168
result.
Y
= Vector4.Transform(left.Y, in right);
181
result.
Y
= left.Y * right;
194
result.
Y
= left.Y - right.Y;
207
result.
Y
= -value.Y;
238
result.
Y
= axisY.AsVector4();
269
result.
Y
= axisY.AsVector4();
330
result.
Y
= axisY.AsVector4();
390
result.
Y
= axisY.AsVector4();
426
result.
Y
= Vector4.Create(
473
result.
Y
= Vector4.Create(axisY, Vector3.Dot(axisY, negativeCameraPosition));
491
result.
Y
= Vector4.Create(0, 2.0f / height, 0, 0);
509
result.
Y
= Vector4.Create(0, 2.0f / height, 0, 0);
529
result.
Y
= Vector4.Create(0, reciprocalHeight + reciprocalHeight, 0, 0);
554
result.
Y
= Vector4.Create(0, reciprocalHeight + reciprocalHeight, 0, 0);
582
result.
Y
= Vector4.Create(0, dblNearPlaneDistance / height, 0, 0);
605
result.
Y
= Vector4.Create(0, dblNearPlaneDistance / height, 0, 0);
632
result.
Y
= Vector4.Create(0, height, 0, 0);
659
result.
Y
= Vector4.Create(0, height, 0, 0);
684
result.
Y
= Vector4.Create(0, dblNearPlaneDistance * reciprocalHeight, 0, 0);
714
result.
Y
= Vector4.Create(0, dblNearPlaneDistance * reciprocalHeight, 0, 0);
738
result.
Y
= Vector4.MultiplyAddEstimate(Vector4.Create(p.Y), s, Vector4.UnitY);
758
result.
Y
= Vector4.Create(0, c, s, 0);
781
result.
Y
= Vector4.Create(0, c, s, 0);
801
result.
Y
= Vector4.UnitY;
824
result.
Y
= Vector4.UnitY;
844
result.
Y
= Vector4.Create(-s, c, 0, 0);
867
result.
Y
= Vector4.Create(-s, c, 0, 0);
880
result.
Y
= Vector4.Create(0, scaleY, 0, 0);
893
result.
Y
= Vector4.Create(0, scaleY, 0, 0);
906
result.
Y
= Vector4.Create(0, scales.Y, 0, 0);
919
result.
Y
= Vector4.Create(0, scales.Y, 0, 0);
932
result.
Y
= Vector4.Create(0, scale, 0, 0);
945
result.
Y
= Vector4.Create(0, scale, 0, 0);
964
result.
Y
= Vector4.MultiplyAddEstimate(l, Vector4.Create(p.Y), Vector4.Create(0, dot, 0, 0));
977
result.
Y
= Vector4.UnitY;
990
result.
Y
= Vector4.UnitY;
1008
result.
Y
= Vector4.Create(0f, -result.W.Y, 0f, 0f);
1025
result.
Y
= Vector4.Create(0f, -result.W.Y, 0f, 0f);
1042
result.
Y
= axisY.AsVector4();
1064
(Vector3*)&matTemp.
Y
,
1392
result.
Y
= vNaN;
1404
result.
Y
= (C2 * vTemp).AsVector4();
1530
result.
Y
= vNaN;
1583
result.
Y
= Vector4.Lerp(left.Y, right.Y, amount);
1630
result.
Y
= Vector4.Create(
1673
result.
Y
= AdvSimd.Arm64.ZipHigh(lowerXZ, lowerYW).AsVector4(); // x[1], y[1], z[1], w[1]
1690
result.
Y
= Sse.UnpackHigh(lowerXZ, lowerYW).AsVector4(); // x[1], y[1], z[1], w[1]
1697
result.
Y
= Vector4.Create(matrix.X.Y, matrix.Y.Y, matrix.Z.Y, matrix.W.Y);
52 references to Y
System.Private.CoreLib (52)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (47)
113
&& (
Y
== Vector4.UnitY)
137
result.Y = left.
Y
+ right.
Y
;
148
&& (left.
Y
== right.
Y
)
157
|| (left.
Y
!= right.
Y
)
168
result.Y = Vector4.Transform(left.
Y
, in right);
181
result.Y = left.
Y
* right;
194
result.Y = left.
Y
- right.
Y
;
207
result.Y = -value.
Y
;
1069
*(vectorBasis[1]) = matrix.
Y
.AsVector3();
1260
Vector128<float> row2 = matrix.
Y
.AsVector128();
1507
float e = matrix.
Y
.X, f = matrix.
Y
.Y, g = matrix.
Y
.Z, h = matrix.
Y
.W;
1540
result.
Y
.X = a12 * invDet;
1545
result.
Y
.Y = +(a * kp_lo - c * ip_lm + d * io_km) * invDet;
1557
result.
Y
.Z = -(a * gp_ho - c * ep_hm + d * eo_gm) * invDet;
1569
result.
Y
.W = +(a * gl_hk - c * el_hi + d * ek_gi) * invDet;
1583
result.Y = Vector4.Lerp(left.
Y
, right.
Y
, amount);
1631
value.
Y
.X * q11 + value.
Y
.Y * q21 + value.
Y
.Z * q31,
1632
value.
Y
.X * q12 + value.
Y
.Y * q22 + value.
Y
.Z * q32,
1633
value.
Y
.X * q13 + value.
Y
.Y * q23 + value.
Y
.Z * q33,
1634
value.
Y
.W
1663
Vector128<float> y = matrix.
Y
.AsVector128();
1680
Vector128<float> y = matrix.
Y
.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);
1716
&&
Y
.Equals(other.
Y
)
1752
float e =
Y
.X, f =
Y
.Y, g =
Y
.Z, h =
Y
.W;
1770
public override readonly int GetHashCode() => HashCode.Combine(X,
Y
, Z, W);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector2.cs (1)
952
result = Vector4.MultiplyAddEstimate(matrix.
Y
, Vector4.Create(normal.Y), result);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector3.cs (1)
960
result = Vector4.MultiplyAddEstimate(matrix.
Y
, Vector4.Create(normal.Y), result);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (3)
978
result = MultiplyAddEstimate(matrix.
Y
, Create(position.Y), result);
1002
result = MultiplyAddEstimate(matrix.
Y
, Create(position.Y), result);
1027
result = MultiplyAddEstimate(matrix.
Y
, Create(vector.Y), result);