Searched refs:fHWBoundTextureUniqueIDs (Results 1 – 2 of 2) sorted by relevance
191 fHWBoundTextureUniqueIDs.reset(this->glCaps().maxFragmentTextureUnits()); in GrGLGpu()470 for (int s = 0; s < fHWBoundTextureUniqueIDs.count(); ++s) { in onResetContext()471 fHWBoundTextureUniqueIDs[s] = SK_InvalidUniqueID; in onResetContext()3010 if (fHWBoundTextureUniqueIDs[unitIdx] != textureID) { in bindTexture()3013 fHWBoundTextureUniqueIDs[unitIdx] = textureID; in bindTexture()3125 SkASSERT(unit >= 0 && unit < fHWBoundTextureUniqueIDs.count()); in setTextureUnit()3134 int lastUnitIdx = fHWBoundTextureUniqueIDs.count() - 1; in setScratchTextureUnit()3141 fHWBoundTextureUniqueIDs[lastUnitIdx] = SK_InvalidUniqueID; in setScratchTextureUnit()3879 fHWBoundTextureUniqueIDs[0] = 0; in createTestingOnlyBackendTexture()
565 SkTArray<uint32_t, true> fHWBoundTextureUniqueIDs; variable