52 writes to Z
System.Private.CoreLib (52)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (52)
55Z = Vector4.Create(m31, m32, m33, m34); 64Z = Vector4.UnitZ; 77result.Z = Vector4.UnitZ; 138result.Z = left.Z + right.Z; 169result.Z = Vector4.Transform(left.Z, in right); 182result.Z = left.Z * right; 195result.Z = left.Z - right.Z; 208result.Z = -value.Z; 239result.Z = axisZ.AsVector4(); 270result.Z = axisZ.AsVector4(); 331result.Z = axisZ.AsVector4(); 391result.Z = axisZ.AsVector4(); 432result.Z = Vector4.Create( 474result.Z = Vector4.Create(axisZ, Vector3.Dot(axisZ, negativeCameraPosition)); 492result.Z = Vector4.Create(0, 0, range, 0); 510result.Z = Vector4.Create(0, 0, range, 0); 530result.Z = Vector4.Create(0, 0, range, 0); 555result.Z = Vector4.Create(0, 0, range, 0); 583result.Z = Vector4.Create(0, 0, range, -1.0f); 606result.Z = Vector4.Create(0, 0, range, 1.0f); 633result.Z = Vector4.Create(0, 0, range, -1.0f); 660result.Z = Vector4.Create(0, 0, range, 1.0f); 685result.Z = Vector4.Create( 715result.Z = Vector4.Create( 739result.Z = Vector4.MultiplyAddEstimate(Vector4.Create(p.Z), s, Vector4.UnitZ); 759result.Z = Vector4.Create(0, -s, c, 0); 782result.Z = Vector4.Create(0, -s, c, 0); 802result.Z = Vector4.Create(s, 0, c, 0); 825result.Z = Vector4.Create(s, 0, c, 0); 845result.Z = Vector4.UnitZ; 868result.Z = Vector4.UnitZ; 881result.Z = Vector4.Create(0, 0, scaleZ, 0); 894result.Z = Vector4.Create(0, 0, scaleZ, 0); 907result.Z = Vector4.Create(0, 0, scales.Z, 0); 920result.Z = Vector4.Create(0, 0, scales.Z, 0); 933result.Z = Vector4.Create(0, 0, scale, 0); 946result.Z = Vector4.Create(0, 0, scale, 0); 965result.Z = Vector4.MultiplyAddEstimate(l, Vector4.Create(p.Z), Vector4.Create(0, 0, dot, 0)); 978result.Z = Vector4.UnitZ; 991result.Z = Vector4.UnitZ; 1009result.Z = Vector4.Create(0f, 0f, minDepth - maxDepth, 0f); 1026result.Z = Vector4.Create(0f, 0f, maxDepth - minDepth, 0f); 1043result.Z = axisZ.AsVector4(); 1065(Vector3*)&matTemp.Z, 1393result.Z = vNaN; 1405result.Z = (C4 * vTemp).AsVector4(); 1531result.Z = vNaN; 1584result.Z = Vector4.Lerp(left.Z, right.Z, amount); 1636result.Z = Vector4.Create( 1674result.Z = AdvSimd.Arm64.ZipLow(upperXZ, upperYW).AsVector4(); // x[2], y[2], z[2], w[2] 1691result.Z = Sse.UnpackLow(upperXZ, upperYW).AsVector4(); // x[2], y[2], z[2], w[2] 1698result.Z = Vector4.Create(matrix.X.Z, matrix.Y.Z, matrix.Z.Z, matrix.W.Z);
50 references to Z
System.Private.CoreLib (50)
src\libraries\System.Private.CoreLib\src\System\Numerics\Matrix4x4.Impl.cs (47)
114&& (Z == Vector4.UnitZ) 138result.Z = left.Z + right.Z; 149&& (left.Z == right.Z) 158|| (left.Z != right.Z) 169result.Z = Vector4.Transform(left.Z, in right); 182result.Z = left.Z * right; 195result.Z = left.Z - right.Z; 208result.Z = -value.Z; 1070*(vectorBasis[2]) = matrix.Z.AsVector3(); 1261Vector128<float> row3 = matrix.Z.AsVector128(); 1508float i = matrix.Z.X, j = matrix.Z.Y, k = matrix.Z.Z, l = matrix.Z.W; 1541result.Z.X = a13 * invDet; 1546result.Z.Y = -(a * jp_ln - b * ip_lm + d * in_jm) * invDet; 1558result.Z.Z = +(a * fp_hn - b * ep_hm + d * en_fm) * invDet; 1570result.Z.W = -(a * fl_hj - b * el_hi + d * ej_fi) * invDet; 1584result.Z = Vector4.Lerp(left.Z, right.Z, amount); 1637value.Z.X * q11 + value.Z.Y * q21 + value.Z.Z * q31, 1638value.Z.X * q12 + value.Z.Y * q22 + value.Z.Z * q32, 1639value.Z.X * q13 + value.Z.Y * q23 + value.Z.Z * q33, 1640value.Z.W 1664Vector128<float> z = matrix.Z.AsVector128(); 1681Vector128<float> z = matrix.Z.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); 1717&& Z.Equals(other.Z) 1753float i = Z.X, j = Z.Y, k = Z.Z, l = Z.W; 1770public override readonly int GetHashCode() => HashCode.Combine(X, Y, Z, W);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector3.cs (1)
961result = Vector4.MultiplyAddEstimate(matrix.Z, Vector4.Create(normal.Z), result);
src\libraries\System.Private.CoreLib\src\System\Numerics\Vector4.cs (2)
1003result = MultiplyAddEstimate(matrix.Z, Create(position.Z), result); 1028result = MultiplyAddEstimate(matrix.Z, Create(vector.Z), result);