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Lines Matching refs:Transform

420   gfx::Transform render_matrix = quad->quadTransform();
661 const gfx::Transform& contents_device_transform,
662 const gfx::Transform& contents_device_transform_inverse,
672 // 4. Apply the quad's inverse transform to map the pixels in R into the
675 // 5. Draw the background texture for the contents using the same transform as
763 gfx::Transform device_to_framebuffer_transform;
778 // buffer. The transform we are copying with has a vertical flip, as well as
806 gfx::Transform quad_rect_matrix;
808 gfx::Transform contents_device_transform =
813 gfx::Transform contents_device_transform_inverse(
814 gfx::Transform::kSkipInitialization);
892 // transform we are copying with has a vertical flip, so flip the contents
1105 // projection transform does a flip.
1214 const gfx::Transform& device_transform,
1284 // have already checked that the transform was uninvertible above.
1285 gfx::Transform inverse_device_transform(gfx::Transform::kSkipInitialization);
1310 gfx::Transform device_transform =
1353 // The transform and vertex data are used to figure out the extents that the
1439 gfx::Transform device_transform =
1530 // Move fragment shader transform to vertex shader. We can do this while
1559 // The transform and vertex data are used to figure out the extents that the
1893 // Generate the uv-transform
1903 // Generate the transform matrix
1904 gfx::Transform quad_rect_matrix;
1998 void GLRenderer::ToGLMatrix(float* gl_matrix, const gfx::Transform& transform) {
1999 transform.matrix().asColMajorf(gl_matrix);
2053 const gfx::Transform& draw_transform,
2056 gfx::Transform quad_rect_matrix;
2068 const gfx::Transform& draw_matrix,