void GrGpuGLShaders::flushTexelSize(int s) { const int& uni = fProgramData->fUniLocations.fStages[s].fNormalizedTexelSizeUni; if (GrGLProgram::kUnusedUniform != uni) { GrGLTexture* texture = (GrGLTexture*) fCurrDrawState.fTextures[s]; if (texture->allocatedWidth() != fProgramData->fTextureWidth[s] || texture->allocatedHeight() != fProgramData->fTextureWidth[s]) { float texelSize[] = {1.f / texture->allocatedWidth(), 1.f / texture->allocatedHeight()}; GL_CALL(Uniform2fv(uni, 1, texelSize)); } } }