Searched refs:fHWBoundTextureUniqueIDs (Results 1 – 2 of 2) sorted by relevance
230 fHWBoundTextureUniqueIDs.reset(this->caps()->shaderCaps()->maxCombinedSamplers()); in GrGLGpu()459 for (int s = 0; s < fHWBoundTextureUniqueIDs.count(); ++s) { in onResetContext()460 fHWBoundTextureUniqueIDs[s].makeInvalid(); in onResetContext()2946 if (fHWBoundTextureUniqueIDs[unitIdx] != textureID) { in bindTexture()2949 fHWBoundTextureUniqueIDs[unitIdx] = textureID; in bindTexture()3212 SkASSERT(unit >= 0 && unit < fHWBoundTextureUniqueIDs.count()); in setTextureUnit()3221 int lastUnitIdx = fHWBoundTextureUniqueIDs.count() - 1; in setScratchTextureUnit()3228 fHWBoundTextureUniqueIDs[lastUnitIdx].makeInvalid(); in setScratchTextureUnit()4227 fHWBoundTextureUniqueIDs[0].makeInvalid(); in createTestingOnlyBackendTexture()
574 SkTArray<GrGpuResource::UniqueID, true> fHWBoundTextureUniqueIDs; variable