Searched refs:inrow (Results 1 – 8 of 8) sorted by relevance
/external/jpeg/ |
D | jdsample.c | 199 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() [all …]
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D | jcsample.c | 143 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 [all …]
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/external/qemu/distrib/jpeg-6b/ |
D | jdsample.c | 199 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() [all …]
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D | jcsample.c | 143 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 [all …]
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/external/quake/quake/src/WinQuake/ |
D | gl_rmisc.cpp | 253 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() [all …]
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D | gl_draw.cpp | 1273 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() [all …]
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/external/quake/quake/src/QW/client/ |
D | gl_rmisc.c | 245 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() [all …]
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D | gl_draw.c | 1014 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() [all …]
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