Searched refs:buffTex (Results 1 – 1 of 1) sorted by relevance
2049 auto& buffTex = fHWBufferTextures[i]; in notifyBufferReleased() local2050 if (uniqueID != buffTex.fAttachedBufferUniqueID) { in notifyBufferReleased()2058 if (!buffTex.fKnownBound) { in notifyBufferReleased()2059 SkASSERT(buffTex.fTextureID); in notifyBufferReleased()2060 GL_CALL(BindTexture(GR_GL_TEXTURE_BUFFER, buffTex.fTextureID)); in notifyBufferReleased()2061 buffTex.fKnownBound = true; in notifyBufferReleased()2064 this->glCaps().configSizedInternalFormat(buffTex.fTexelConfig), 0)); in notifyBufferReleased()3108 BufferTexture& buffTex = fHWBufferTextures[unitIdx]; in bindTexelBuffer() local3110 if (!buffTex.fKnownBound) { in bindTexelBuffer()3111 if (!buffTex.fTextureID) { in bindTexelBuffer()[all …]