/third_party/vk-gl-cts/modules/gles3/functional/ |
D | es3fLifetimeTests.cpp | 136 gl.bindVertexArray(vao); in draw() 152 gl.bindVertexArray(0); in draw() 160 gl.bindVertexArray(vao); in setPos() 164 gl.bindVertexArray(0); in setPos() 281 gl().bindVertexArray(varr); in getAttachment() 283 gl().bindVertexArray(0); in getAttachment()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/geometry_shader/ |
D | esextcGeometryShaderInput.cpp | 386 gl.bindVertexArray(m_vertex_array_object_id); in initTest() 502 gl.bindVertexArray(0); in deinit() 647 gl.bindVertexArray(m_vertex_array_object_id); in init() 729 gl.bindVertexArray(0); in deinit() 966 gl.bindVertexArray(m_vertex_array_object_id); in init() 1088 gl.bindVertexArray(0); in deinit() 1237 gl.bindVertexArray(m_vertex_array_object_id); in init() 1313 gl.bindVertexArray(0); in deinit()
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D | esextcGeometryShaderClipping.cpp | 113 gl.bindVertexArray(0); in deinit() 200 gl.bindVertexArray(m_vao_id); in iterate()
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D | esextcGeometryShaderPrimitiveQueries.cpp | 273 gl.bindVertexArray(0); in deinit() 362 gl.bindVertexArray(m_vao_id); in iterate()
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D | esextcGeometryShaderLayeredRenderingFBONoAttachment.cpp | 145 gl.bindVertexArray(0); in deinit() 318 gl.bindVertexArray(m_vao_id); in iterate()
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D | esextcGeometryShaderOutput.cpp | 365 gl.bindVertexArray(m_vao_id); in initTest() 429 gl.bindVertexArray(0); in deinit()
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D | esextcGeometryShaderAdjacency.cpp | 177 gl.bindVertexArray(0); in deinit() 354 gl.bindVertexArray(m_vao_id); in iterate()
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D | esextcGeometryShaderNonarrayInput.cpp | 375 gl.bindVertexArray(m_vao_id); in iterate() 433 gl.bindVertexArray(0); in deinit()
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D | esextcGeometryShaderBlitting.cpp | 79 gl.bindVertexArray(m_vao_id); in iterate() 226 gl.bindVertexArray(0); in deinit()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_buffer/ |
D | esextcTextureBufferOperations.cpp | 426 gl.bindVertexArray(m_vao_id); in iterateSecondPhase() 510 gl.bindVertexArray(0); in iterateSecondPhase() 692 gl.bindVertexArray(0); in deinitSecondPhase() 865 gl.bindVertexArray(m_fb_vao_id); in initializeBufferObjectData() 987 gl.bindVertexArray(0); in initializeBufferObjectData() 1067 gl.bindVertexArray(0); in deinit() 1163 gl.bindVertexArray(m_tf_vao_id); in initializeBufferObjectData() 1229 gl.bindVertexArray(0); in initializeBufferObjectData() 1300 gl.bindVertexArray(0); in deinit()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/tessellation_shader/ |
D | esextcTessellationShaderTriangles.cpp | 96 gl.bindVertexArray(0); in deinit() 180 gl.bindVertexArray(m_vao_id); in initTest() 549 gl.bindVertexArray(0); in deinit() 586 gl.bindVertexArray(m_vao_id); in initTest() 806 gl.bindVertexArray(0); in deinit() 847 gl.bindVertexArray(m_vao_id); in iterate()
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D | esextcTessellationShaderQuads.cpp | 80 gl.bindVertexArray(0); in deinit() 117 gl.bindVertexArray(m_vao_id); in initTest() 334 gl.bindVertexArray(0); in deinit() 398 gl.bindVertexArray(m_vao_id); in initTest()
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D | esextcTessellationShaderPoints.cpp | 101 gl.bindVertexArray(0); in deinit() 196 gl.bindVertexArray(m_vao_id); in initTest() 636 gl.bindVertexArray(0); in deinit() 670 gl.bindVertexArray(m_vao_id); in initTest()
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D | esextcTessellationShaderWinding.cpp | 197 gl.bindVertexArray(vaoGL); in iterate() 287 gl.bindVertexArray(0); in iterate()
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/third_party/vk-gl-cts/external/openglcts/modules/gl/ |
D | gl3cGLSLnoperspectiveTests.cpp | 421 gl.bindVertexArray(vao_id); in iterate() 555 gl.bindVertexArray(0); in iterate() 591 gl.bindVertexArray(0); in iterate() 650 gl.bindVertexArray(0); in iterate()
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D | gl4cStencilTexturingTests.cpp | 732 gl.bindVertexArray(vao_id); in draw() 775 gl.bindVertexArray(0); in draw() 792 gl.bindVertexArray(0); in draw() 1253 gl.bindVertexArray(0); in test() 1268 gl.bindVertexArray(0); in test()
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/third_party/vk-gl-cts/modules/gles31/functional/ |
D | es31fMultisampleShaderRenderCase.cpp | 485 gl.bindVertexArray(m_renderVao); in drawOneIteration() 507 gl.bindVertexArray(0); in drawOneIteration() 574 gl.bindVertexArray(m_resolveVao); in drawOneIteration() 591 gl.bindVertexArray(0); in drawOneIteration() 631 gl.bindVertexArray(m_resolveVao); in drawOneIteration() 658 gl.bindVertexArray(0); in drawOneIteration()
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D | es31fFboNoAttachmentTests.cpp | 127 gl.bindVertexArray(vertexArray); in checkFramebufferSize() 162 gl.bindVertexArray(0); in checkFramebufferSize() 227 gl.bindVertexArray(vertexArray); in checkFramebufferRenderable() 242 gl.bindVertexArray(0); in checkFramebufferRenderable()
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/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/ |
D | VertexArrayGL.cpp | 211 mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); in syncIndexData() 307 mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); in streamAttributes() 678 mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); in syncState() 708 mStateManager->bindVertexArray(mVertexArrayID, getAppliedElementArrayBufferID()); in applyNumViewsToDivisor()
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/third_party/vk-gl-cts/external/openglcts/modules/glesext/gpu_shader5/ |
D | esextcGPUShader5UniformBlocksArrayIndexing.cpp | 121 gl.bindVertexArray(m_vao_id); in initTest() 309 gl.bindVertexArray(0); in deinit()
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D | esextcGPUShader5PreciseQualifier.cpp | 148 gl.bindVertexArray(m_vao_id); in initTest() 208 gl.bindVertexArray(0); in deinit()
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D | esextcGPUShader5SamplerArrayIndexing.cpp | 81 gl.bindVertexArray(0); in deinit() 166 gl.bindVertexArray(m_vao_id); in initTest()
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D | esextcGPUShader5FmaAccuracy.cpp | 182 gl.bindVertexArray(m_vertex_array_object_id); in initTest() 288 gl.bindVertexArray(0); in deinit()
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/third_party/vk-gl-cts/external/openglcts/modules/common/ |
D | glcTextureCompatibilityTests.cpp | 211 gl.bindVertexArray(m_vaoId); in iterate() 368 gl.bindVertexArray(m_vaoId); in setVertexArrayObjects() 389 gl.bindVertexArray(0); in setVertexArrayObjects()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
D | es2fClipControlTests.cpp | 444 gl.bindVertexArray(m_vao); in iterate() 643 gl.bindVertexArray(m_vao); in iterate() 830 gl.bindVertexArray(m_vao); in iterate() 1081 gl.bindVertexArray(0); in readDepthPixels() 1189 gl.bindVertexArray(m_vao); in iterate() 1377 gl.bindVertexArray(m_vao); in iterate()
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