Searched refs:m_tilesTextures (Results 1 – 2 of 2) sorted by relevance
110 m_tilesTextures.reserveCapacity(MAX_TEXTURE_ALLOCATION / 2); in TilesManager()144 int nbLayersTexturesToAllocate = m_currentLayerTextureCount - m_tilesTextures.size(); in allocateTextures()156 m_tilesTextures.append(loadedTexture); in allocateTextures()162 nbLayersTexturesAllocated, m_tilesTextures.size(), in allocateTextures()163 m_tilesTextures.size() * tileWidth() * tileHeight() * 4 / 1024 / 1024); in allocateTextures()181 discardTexturesVector(sparedDrawCount, m_tilesTextures, glTextures); in discardTextures()188 for (unsigned int i = 0; i < m_tilesTextures.size(); i++) in markAllGLTexturesZero()189 m_tilesTextures[i]->m_ownTextureId = 0; in markAllGLTexturesZero()245 *nbLayerTextures = m_tilesTextures.size(); in gatherTexturesNumbers()246 for (unsigned int i = 0; i < m_tilesTextures.size(); i++) { in gatherTexturesNumbers()[all …]
174 WTF::Vector<TileTexture*> m_tilesTextures; variable