Searched refs:wInv (Results 1 – 4 of 4) sorted by relevance
196 SkScalar wInv, hInv, h; in setData() local198 wInv = hInv = 1.f; in setData()206 wInv = SK_Scalar1 / tex->width(); in setData()216 SkScalarToFloat(textureDomain.domain().fLeft * wInv), in setData()218 SkScalarToFloat(textureDomain.domain().fRight * wInv), in setData()
499 SkScalar wInv = normA.fX * normB.fY - normA.fY * normB.fX; in intersect_lines() local500 wInv = SkScalarInvert(wInv); in intersect_lines()501 if (!SkScalarIsFinite(wInv)) { in intersect_lines()507 result->fX *= wInv; in intersect_lines()510 result->fY *= wInv; in intersect_lines()
508 SkScalar wInv = normA.fX * normB.fY - normA.fY * normB.fX; in intersect_lines() local509 wInv = SkScalarInvert(wInv); in intersect_lines()510 if (!SkScalarIsFinite(wInv)) { in intersect_lines()516 result->fX *= wInv; in intersect_lines()519 result->fY *= wInv; in intersect_lines()
1072 GLfloat wInv = 1.0F / light->_Position[3]; in compute_light_positions() local1073 light->_Position[0] *= wInv; in compute_light_positions()1074 light->_Position[1] *= wInv; in compute_light_positions()1075 light->_Position[2] *= wInv; in compute_light_positions()