Searched refs:mTextureMatrices (Results 1 – 4 of 4) sorted by relevance
136 mTextureMatrices.resize(caps.maxMultitextureUnits); in initialize()137 for (auto &stack : mTextureMatrices) in initialize()278 return clampCast<GLint>(mTextureMatrices[mGLState->getActiveSampler()].size()); in getCurrentMatrixStackDepth()309 return mTextureMatrices[mGLState->getActiveSampler()]; in currentMatrixStack()330 return mTextureMatrices[mGLState->getActiveSampler()]; in getMatrixStack()
327 std::vector<MatrixStack> mTextureMatrices; variable
393 angle::Mat4 textureMatrix = gles1State->mTextureMatrices[i].back(); in prepareForDraw()
2024 memcpy(params, mGLES1State.mTextureMatrices[mActiveSampler].back().constData(), in getFloatv()