Searched refs:outputTransformMatrix (Results 1 – 4 of 4) sorted by relevance
139 mat4 outputTransformMatrix = desc.colorMatrix * desc.outputTransformMatrix; in setUniforms() local140 glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray()); in setUniforms()
1401 managedState.outputTransformMatrix = mXyzToBt2020; in drawMesh()1404 managedState.outputTransformMatrix = mXyzToDisplayP3; in drawMesh()1407 managedState.outputTransformMatrix = mXyzToSrgb; in drawMesh()1426 managedState.outputTransformMatrix = mSrgbToBt2020; in drawMesh()1428 managedState.outputTransformMatrix = mDisplayP3ToBt2020; in drawMesh()1433 managedState.outputTransformMatrix = mSrgbToDisplayP3; in drawMesh()1435 managedState.outputTransformMatrix = mBt2020ToDisplayP3; in drawMesh()1440 managedState.outputTransformMatrix = mDisplayP3ToSrgb; in drawMesh()1442 managedState.outputTransformMatrix = mBt2020ToSrgb; in drawMesh()
83 mat4 outputTransformMatrix; member
47 return outputTransformMatrix != identity; in hasOutputTransformMatrix()