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Searched refs:inrow (Results 1 – 8 of 8) sorted by relevance

/external/jpeg/
Djdsample.c199 int inrow, outrow; in int_upsample() local
204 inrow = outrow = 0; in int_upsample()
207 inptr = input_data[inrow]; in int_upsample()
221 inrow++; in int_upsample()
240 int inrow; in h2v1_upsample() local
242 for (inrow = 0; inrow < cinfo->max_v_samp_factor; inrow++) { in h2v1_upsample()
243 inptr = input_data[inrow]; in h2v1_upsample()
244 outptr = output_data[inrow]; in h2v1_upsample()
268 int inrow, outrow; in h2v2_upsample() local
270 inrow = outrow = 0; in h2v2_upsample()
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Djcsample.c143 int inrow, outrow, h_expand, v_expand, numpix, numpix2, h, v; in int_downsample() local
161 inrow = 0; in int_downsample()
168 inptr = input_data[inrow+v] + outcol_h; in int_downsample()
175 inrow += v_expand; in int_downsample()
252 int inrow, outrow; in h2v2_downsample() local
265 inrow = 0; in h2v2_downsample()
268 inptr0 = input_data[inrow]; in h2v2_downsample()
269 inptr1 = input_data[inrow+1]; in h2v2_downsample()
278 inrow += 2; in h2v2_downsample()
295 int inrow, outrow; in h2v2_smooth_downsample() local
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/external/qemu/distrib/jpeg-6b/
Djdsample.c199 int inrow, outrow; in int_upsample() local
204 inrow = outrow = 0; in int_upsample()
207 inptr = input_data[inrow]; in int_upsample()
221 inrow++; in int_upsample()
240 int inrow; in h2v1_upsample() local
242 for (inrow = 0; inrow < cinfo->max_v_samp_factor; inrow++) { in h2v1_upsample()
243 inptr = input_data[inrow]; in h2v1_upsample()
244 outptr = output_data[inrow]; in h2v1_upsample()
268 int inrow, outrow; in h2v2_upsample() local
270 inrow = outrow = 0; in h2v2_upsample()
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Djcsample.c143 int inrow, outrow, h_expand, v_expand, numpix, numpix2, h, v; in int_downsample() local
161 inrow = 0; in int_downsample()
168 inptr = input_data[inrow+v] + outcol_h; in int_downsample()
175 inrow += v_expand; in int_downsample()
252 int inrow, outrow; in h2v2_downsample() local
265 inrow = 0; in h2v2_downsample()
268 inptr0 = input_data[inrow]; in h2v2_downsample()
269 inptr1 = input_data[inrow+1]; in h2v2_downsample()
278 inrow += 2; in h2v2_downsample()
295 int inrow, outrow; in h2v2_smooth_downsample() local
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/external/quake/quake/src/WinQuake/
Dgl_rmisc.cpp253 byte *inrow; in R_TranslatePlayerSkin() local
344 inrow = original + inwidth*(i*inheight/scaled_height); in R_TranslatePlayerSkin()
348 out2[j] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
350 out2[j+1] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
352 out2[j+2] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
354 out2[j+3] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
371 inrow = original + inwidth*(i*inheight/scaled_height); in R_TranslatePlayerSkin()
375 out[j] = translate32[inrow[frac>>16]]; in R_TranslatePlayerSkin()
377 out[j+1] = translate32[inrow[frac>>16]]; in R_TranslatePlayerSkin()
379 out[j+2] = translate32[inrow[frac>>16]]; in R_TranslatePlayerSkin()
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Dgl_draw.cpp1273 unsigned *inrow; in GL_ResampleTexture() local
1279 inrow = in + inwidth*(i*inheight/outheight); in GL_ResampleTexture()
1283 out[j] = inrow[frac>>16]; in GL_ResampleTexture()
1285 out[j+1] = inrow[frac>>16]; in GL_ResampleTexture()
1287 out[j+2] = inrow[frac>>16]; in GL_ResampleTexture()
1289 out[j+3] = inrow[frac>>16]; in GL_ResampleTexture()
1303 unsigned char *inrow; in GL_Resample8BitTexture() local
1309 inrow = in + inwidth*(i*inheight/outheight); in GL_Resample8BitTexture()
1313 out[j] = inrow[frac>>16]; in GL_Resample8BitTexture()
1315 out[j+1] = inrow[frac>>16]; in GL_Resample8BitTexture()
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/external/quake/quake/src/QW/client/
Dgl_rmisc.c245 byte *inrow; in R_TranslatePlayerSkin() local
346 inrow = original + inwidth*(i*tinheight/scaled_height); in R_TranslatePlayerSkin()
350 out2[j] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
352 out2[j+1] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
354 out2[j+2] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
356 out2[j+3] = translate[inrow[frac>>16]]; in R_TranslatePlayerSkin()
373 inrow = original + inwidth*(i*tinheight/scaled_height); in R_TranslatePlayerSkin()
377 out[j] = translate32[inrow[frac>>16]]; in R_TranslatePlayerSkin()
379 out[j+1] = translate32[inrow[frac>>16]]; in R_TranslatePlayerSkin()
381 out[j+2] = translate32[inrow[frac>>16]]; in R_TranslatePlayerSkin()
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Dgl_draw.c1014 unsigned *inrow; in GL_ResampleTexture() local
1020 inrow = in + inwidth*(i*inheight/outheight); in GL_ResampleTexture()
1024 out[j] = inrow[frac>>16]; in GL_ResampleTexture()
1026 out[j+1] = inrow[frac>>16]; in GL_ResampleTexture()
1028 out[j+2] = inrow[frac>>16]; in GL_ResampleTexture()
1030 out[j+3] = inrow[frac>>16]; in GL_ResampleTexture()
1044 unsigned char *inrow; in GL_Resample8BitTexture() local
1050 inrow = in + inwidth*(i*inheight/outheight); in GL_Resample8BitTexture()
1054 out[j] = inrow[frac>>16]; in GL_Resample8BitTexture()
1056 out[j+1] = inrow[frac>>16]; in GL_Resample8BitTexture()
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