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29         // setup our sampler state for our text texture/atlas
111 texture and mask in the paint. However, computing the inverse can be
244 GrTexture* texture = glyph->fAtlas->texture();
245 GrAssert(texture);
247 if (fCurrTexture != texture || fCurrVertex + 4 > fMaxVertices) {
249 fCurrTexture = texture;
295 texture->normalizeFixedX(tx),
296 texture->normalizeFixedY(ty),
297 texture->normalizeFixedX(tx + width),
298 texture->normalizeFixedY(ty + height),
303 fVertices[2*fCurrVertex+1].setXRectFan(texture->normalizeFixedX(tx),
304 texture->normalizeFixedY(ty),
305 texture->normalizeFixedX(tx + width),
306 texture->normalizeFixedY(ty + height),