Searched refs:shader_object_id (Results 1 – 2 of 2) sorted by relevance
608 glw::GLint shader_object_id = 0; in compile_shader_and_get_compilation_result() local659 shader_object_id = gl.createShader(GL_VERTEX_SHADER); in compile_shader_and_get_compilation_result()661 vertex_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()669 shader_object_id = gl.createShader(GL_FRAGMENT_SHADER); in compile_shader_and_get_compilation_result()671 fragment_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()679 shader_object_id = gl.createShader(GL_COMPUTE_SHADER); in compile_shader_and_get_compilation_result()681 compute_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()689 shader_object_id = gl.createShader(GL_GEOMETRY_SHADER); in compile_shader_and_get_compilation_result()691 geometry_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()699 shader_object_id = gl.createShader(GL_TESS_CONTROL_SHADER); in compile_shader_and_get_compilation_result()[all …]
6365 bool compileAndCheckShaderCompilationStatus(GLuint shader_object_id);9401 bool RequiredCase::compileAndCheckShaderCompilationStatus(GLuint shader_object_id) in compileAndCheckShaderCompilationStatus() argument9407 gl.compileShader(shader_object_id); in compileAndCheckShaderCompilationStatus()9412 gl.getShaderiv(shader_object_id, GL_COMPILE_STATUS, &shader_compile_status); in compileAndCheckShaderCompilationStatus()9421 gl.getShaderiv(shader_object_id, GL_INFO_LOG_LENGTH, &info_log_length); in compileAndCheckShaderCompilationStatus()9425 gl.getShaderInfoLog(shader_object_id, info_log_length, NULL, &log[0]); in compileAndCheckShaderCompilationStatus()