Searched refs:texMatrix (Results 1 - 8 of 8) sorted by relevance

/frameworks/native/cmds/flatland/
H A DComposers.cpp46 bool blit(GLuint texName, const float* texMatrix, argument
49 return modBlit(texName, texMatrix, modColor, x, y, w, h);
52 bool modBlit(GLuint texName, const float* texMatrix, float* modColor, argument
83 glUniformMatrix4fv(mUVToTexUniformLoc, 1, GL_FALSE, texMatrix);
150 float texMatrix[16]; local
151 glc->getTransformMatrix(texMatrix);
158 return mBlitter.blit(texName, texMatrix, x, y, w, h);
174 float texMatrix[16]; local
175 glc->getTransformMatrix(texMatrix);
190 return mBlitter.blit(texName, texMatrix,
208 float texMatrix[16]; local
247 float texMatrix[16]; local
[all...]
/frameworks/av/cmds/screenrecord/
H A DProgram.h56 status_t blit(GLuint texName, const float* texMatrix,
61 status_t drawTriangles(GLuint texName, const float* texMatrix,
71 status_t beforeDraw(GLuint texName, const float* texMatrix,
H A DProgram.cpp203 status_t Program::blit(GLuint texName, const float* texMatrix, argument
221 err = beforeDraw(texName, texMatrix, pos, uv, invert);
229 status_t Program::drawTriangles(GLuint texName, const float* texMatrix, argument
235 err = beforeDraw(texName, texMatrix, vertices, texes, false);
243 status_t Program::beforeDraw(GLuint texName, const float* texMatrix, argument
267 glUniformMatrix4fv(muGLCMatrixLoc, 1, GL_FALSE, texMatrix);
H A DFrameOutput.cpp116 float texMatrix[16]; local
118 mGlConsumer->getTransformMatrix(texMatrix);
125 status_t err = mExtTexProgram.blit(mExtTextureName, texMatrix, 0, 0,
H A DTextRenderer.h71 void drawString(const Program& program, const float* texMatrix,
H A DOverlay.cpp200 float texMatrix[16]; local
203 mGlConsumer->getTransformMatrix(texMatrix);
223 mExtTexProgram.blit(mExtTextureName, texMatrix,
226 mExtTexProgram.blit(mExtTextureName, texMatrix,
H A DTextRenderer.cpp179 void TextRenderer::drawString(const Program& program, const float* texMatrix,
247 program.drawTriangles(mTextureName, texMatrix, vertices, texes,
/frameworks/native/libs/gui/tests/
H A DTextureRenderer.cpp38 "uniform mat4 texMatrix;\n"
41 " texCoords = (texMatrix * vec4(vTexCoords, 0.0, 1.0)).xy;\n"
65 mTexMatrixHandle = glGetUniformLocation(mPgm, "texMatrix");
108 GLfloat texMatrix[16]; local
109 mST->getTransformMatrix(texMatrix);
110 glUniformMatrix4fv(mTexMatrixHandle, 1, GL_FALSE, texMatrix);

Completed in 143 milliseconds