Searched refs:mTextureMatrices (Results 1 – 4 of 4) sorted by relevance
131 mTextureMatrices.resize(caps.maxMultitextureUnits); in initialize()132 for (auto &stack : mTextureMatrices) in initialize()260 return clampCast<GLint>(mTextureMatrices[mGLState->getActiveSampler()].size()); in getCurrentMatrixStackDepth()291 return mTextureMatrices[mGLState->getActiveSampler()]; in currentMatrixStack()312 return mTextureMatrices[mGLState->getActiveSampler()]; in currentMatrixStack()
302 std::vector<MatrixStack> mTextureMatrices; variable
207 angle::Mat4 textureMatrix = gles1State.mTextureMatrices[i].back(); in prepareForDraw()
2503 memcpy(params, mGLES1State.mTextureMatrices[mActiveSampler].back().constData(), in getFloatv()