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Searched refs:usePointSampling (Results 1 – 7 of 7) sorted by relevance

/external/webkit/Source/WebCore/platform/graphics/android/rendering/
DTileTexture.cpp123 bool forceBlending, bool usePointSampling, in drawGL() argument
143 GLint filter = usePointSampling ? GL_NEAREST : GL_LINEAR; in drawGL()
DTileTexture.h84 const TransformationMatrix* transform, bool forceBlending, bool usePointSampling,
DTile.h106 bool forceBlending, bool usePointSampling,
DTileGrid.cpp327 bool usePointSampling = in drawGL() local
328 TilesManager::instance()->shader()->usePointSampling(m_scale, transform); in drawGL()
367 forceBaseBlending, usePointSampling, fillPortion); in drawGL()
DTile.cpp224 bool forceBlending, bool usePointSampling, in drawGL() argument
242 forceBlending, usePointSampling, fillPortion); in drawGL()
DShaderProgram.h166 bool usePointSampling(float tileScale, const TransformationMatrix* layerTransform);
DShaderProgram.cpp905 bool ShaderProgram::usePointSampling(float tileScale, in usePointSampling() function in WebCore::ShaderProgram