Searched refs:fHWBoundTextureUniqueIDs (Results 1 – 2 of 2) sorted by relevance
344 fHWBoundTextureUniqueIDs.reset(this->caps()->shaderCaps()->maxFragmentSamplers()); in GrGLGpu()556 for (int s = 0; s < fHWBoundTextureUniqueIDs.count(); ++s) { in onResetContext()557 fHWBoundTextureUniqueIDs[s].makeInvalid(); in onResetContext()2959 if (fHWBoundTextureUniqueIDs[unitIdx] != textureID) { in bindTexture()2962 fHWBoundTextureUniqueIDs[unitIdx] = textureID; in bindTexture()3105 SkASSERT(unit >= 0 && unit < fHWBoundTextureUniqueIDs.count()); in setTextureUnit()3114 int lastUnitIdx = fHWBoundTextureUniqueIDs.count() - 1; in setScratchTextureUnit()3121 fHWBoundTextureUniqueIDs[lastUnitIdx].makeInvalid(); in setScratchTextureUnit()3955 fHWBoundTextureUniqueIDs[0].makeInvalid(); in createTestingOnlyBackendTexture()
588 SkTArray<GrGpuResource::UniqueID, true> fHWBoundTextureUniqueIDs; variable