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    Searched refs:m_handleArray (Results 1 - 2 of 2) sorted by null

  /external/webkit/Source/WebCore/platform/graphics/android/rendering/
ShaderProgram.cpp 263 glUseProgram(m_handleArray[type].programHandle);
265 if (m_handleArray[type].texSamplerHandle != -1)
266 glUniform1i(m_handleArray[type].texSamplerHandle, 0);
267 glEnableVertexAttribArray(m_handleArray[type].positionHandle);
337 m_handleArray[PureColor].init(-1, -1, pureColorPosition, pureColorProgram,
346 m_handleArray[Tex2D].init(tex2DAlpha, -1, tex2DPosition, tex2DProgram,
356 m_handleArray[Tex2DInv].init(tex2DInvAlpha, tex2DInvContrast,
368 m_handleArray[RepeatTex].init(repeatTexAlpha, -1, repeatTexPosition,
381 m_handleArray[RepeatTexInv].init(repeatTexInvAlpha, repeatTexInvContrast,
393 m_handleArray[TexOES].init(texOESAlpha, -1, texOESPosition, texOESProgram
    [all...]
ShaderProgram.h 50 // MaxShaderNumber and init the m_handleArray accordingly.
222 ShaderHandles m_handleArray[MaxShaderNumber];

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