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Lines Matching full:matrix

83 void SkGLDevice::setMatrixClip(const SkMatrix& matrix, const SkRegion& clip) {
84 this->INHERITED::setMatrixClip(matrix, clip);
86 fGLMatrix.set(matrix);
87 fMatrix = matrix;
122 // now handle the matrix
126 SkDebugf("--- gldevice update matrix %p %p\n", this, fFBO);
164 if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) {
169 SkMatrix matrix;
171 if (!shader->asABitmap(&bitmap, &matrix, tileModes)) {
189 // matrix to map them back into 0...1 before we load it
194 matrix.preConcat(inverse);
198 matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height());
200 SkGL::LoadMatrix(matrix);
421 // matrix always inverts Y, we have to re-invert our texture coord here
542 SkMatrix matrix;
544 if (shader->asABitmap(&bitmap, &matrix, tileModes)) {
552 matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height());
554 SkGL::LoadMatrix(matrix);