Lines Matching refs:this

4  * Use of this source code is governed by a BSD-style license that can be
58 fHWVertexArrayState.setVertexArrayID(this, id);
69 // When 'type' is kIndex_GrBufferType, this function will also implicitly bind the default VAO.
85 this->handleDirtyContext();
98 auto* attribState = fHWVertexArrayState.bindInternalVertexArray(this, indexBuffer);
99 attribState->enableVertexArrays(this, numAttribs, primitiveRestart);
120 this->copySurfaceAsDraw(rt, true/*drawToMultisampleFBO*/, rt, drawBounds,
125 // Thus this is the implementation of the clear call for the corresponding passthrough function
131 // Thus this is the implementation of the clearStencil call for the corresponding passthrough
163 return fProgramCache->precompileShader(this->getContext(), key, data);
175 const GrGLContext* glContextForTesting() const override { return &this->glContext(); }
288 int idx = this->getCompatibleStencilIndex(format.asGLFormat());
292 return GrBackendFormat::MakeGL(GrGLFormatToEnum(this->glCaps().stencilFormats()[idx]),
353 // Before calling any variation of TexImage, TexSubImage, etc..., call this with
355 // Before calling ReadPixels and reading back into cpu memory call this with
435 this->flushScissorTest(GrScissorTest(scissorState.enabled()));
437 this->flushScissorRect(scissorState.rect(), rtHeight, rtOrigin);
445 int numTextureUnits() const { return this->caps()->shaderCaps()->maxFragmentSamplers(); }
506 // Helper for onCreateCompressedTexture. Compressed textures are read-only so we only use this
581 bool knownDisabled() const { return this->valid() && !fWindowState.enabled(); }
597 if (!this->valid()) {
623 HWVertexArrayState() : fCoreProfileVertexArray(nullptr) { this->invalidate(); }
670 // We return a non-const pointer to this from bindArrayAndBuffersToDraw when vertex array 0
671 // is bound. However, this class is internal to GrGLGpu and this object never leaks out of
799 // If we've called a command that requires us to call glFlush than this will be set to true
800 // since we defer calling flush until submit time. When we call submitToGpu if this is true then
801 // we call glFlush and reset this to false.