/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/null/ |
D | FramebufferNULL.cpp | 122 ANGLE_CHECK_GL_MATH(contextNull, glFormat.computeRowPitch(type, origArea.width, pack.alignment, in readPixels() 126 ANGLE_CHECK_GL_MATH(contextNull, in readPixels()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
D | Image11.cpp | 280 ANGLE_CHECK_GL_MATH(context11, formatInfo.computeRowPitch(type, area.width, unpack.alignment, in loadData() 283 ANGLE_CHECK_GL_MATH(context11, formatInfo.computeDepthPitch(area.height, unpack.imageHeight, in loadData() 286 ANGLE_CHECK_GL_MATH(context11, in loadData() 320 ANGLE_CHECK_GL_MATH( in loadCompressedData() 323 ANGLE_CHECK_GL_MATH( in loadCompressedData()
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D | TextureStorage11.cpp | 771 ANGLE_CHECK_GL_MATH(context11, in setData() 775 ANGLE_CHECK_GL_MATH(context11, internalFormatInfo.computeDepthPitch( in setData() 778 ANGLE_CHECK_GL_MATH( in setData()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/ |
D | FramebufferGL.cpp | 307 ANGLE_CHECK_GL_MATH(contextGL, checkedAllocatedBytes.IsValid()); in Initialize() 354 ANGLE_CHECK_GL_MATH( in RearrangeEXTTextureNorm16Pixels() 358 ANGLE_CHECK_GL_MATH(contextGL, in RearrangeEXTTextureNorm16Pixels() 703 ANGLE_CHECK_GL_MATH(contextGL, in readPixels() 1496 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, pack.alignment, in readPixelsRowByRow() 1499 ANGLE_CHECK_GL_MATH(contextGL, in readPixelsRowByRow() 1551 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, pack.alignment, in readPixelsAllAtOnce() 1554 ANGLE_CHECK_GL_MATH(contextGL, in readPixelsAllAtOnce()
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D | TextureGL.cpp | 412 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment, in setSubImageRowByRowWorkaround() 415 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight, in setSubImageRowByRowWorkaround() 420 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, in setSubImageRowByRowWorkaround() 486 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment, in setSubImagePaddingWorkaround() 489 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight, in setSubImagePaddingWorkaround() 493 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, in setSubImagePaddingWorkaround() 1063 ANGLE_CHECK_GL_MATH( in setStorage() 1099 ANGLE_CHECK_GL_MATH(contextGL, in setStorage() 1163 ANGLE_CHECK_GL_MATH(contextGL, internalFormatInfo.computeCompressedImageSize( in setStorage() 2044 ANGLE_CHECK_GL_MATH(contextGL, in initializeContents() [all …]
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D | renderergl_utils.cpp | 2597 ANGLE_CHECK_GL_MATH(contextGL, in ShouldApplyLastRowPaddingWorkaround() 2600 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, size.width, state.alignment, in ShouldApplyLastRowPaddingWorkaround() 2609 ANGLE_CHECK_GL_MATH(contextGL, checkedPixelBytes.IsValid()); in ShouldApplyLastRowPaddingWorkaround() 2615 ANGLE_CHECK_GL_MATH(contextGL, checkedEndByte.IsValid()); in ShouldApplyLastRowPaddingWorkaround()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/ |
D | FramebufferD3D.cpp | 223 ANGLE_CHECK_GL_MATH(contextD3D, in readPixels() 228 ANGLE_CHECK_GL_MATH(contextD3D, sizedFormatInfo.computeSkipBytes(type, outputPitch, 0, pack, in readPixels()
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D | VertexDataManager.cpp | 157 ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), offset.IsValid()); in computeOffset() 402 ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), checkedOffset.IsValid()); in StoreStaticAttrib()
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D | TextureD3D.cpp | 812 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeRowPitch(formatInfo.type, image->getWidth(), in initializeContents() 3167 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( in setImage() 3197 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( in setSubImage() 3234 ANGLE_CHECK_GL_MATH( in setCompressedImage() 3263 ANGLE_CHECK_GL_MATH( in setCompressedSubImage()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/ |
D | Image9.cpp | 491 ANGLE_CHECK_GL_MATH(context9, formatInfo.computeRowPitch(type, area.width, unpack.alignment, in loadData() 525 ANGLE_CHECK_GL_MATH( in loadCompressedData() 529 ANGLE_CHECK_GL_MATH( in loadCompressedData()
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/third_party/skia/third_party/externals/angle2/src/common/ |
D | angleutils.h | 327 #define ANGLE_CHECK_GL_MATH(context, result) \ macro
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/ |
D | VertexArrayMtl.mm | 1076 ANGLE_CHECK_GL_MATH(contextMtl, binding.getOffset() <= std::numeric_limits<uint32_t>::max()); 1077 ANGLE_CHECK_GL_MATH(contextMtl, newBufferOffset <= std::numeric_limits<uint32_t>::max()); 1078 ANGLE_CHECK_GL_MATH(contextMtl, numVertices <= std::numeric_limits<uint32_t>::max());
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D | TextureMtl.mm | 1708 ANGLE_CHECK_GL_MATH(contextMtl, formatInfo.computeRowPitch(type, area.width, unpack.alignment, 1710 ANGLE_CHECK_GL_MATH( 1713 ANGLE_CHECK_GL_MATH(contextMtl, 1802 ANGLE_CHECK_GL_MATH(contextMtl, internalFormat.computeRowPitch(
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D | FrameBufferMtl.mm | 238 ANGLE_CHECK_GL_MATH(contextMtl, 242 ANGLE_CHECK_GL_MATH(contextMtl, sizedFormatInfo.computeSkipBytes(type, outputPitch, 0, pack,
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/ |
D | renderer_utils.cpp | 880 ANGLE_CHECK_GL_MATH(contextImpl, startVertexInt64 >= 0); in ComputeStartVertex() 887 ANGLE_CHECK_GL_MATH(contextImpl, startVertexInt64 <= std::numeric_limits<GLint>::max()); in ComputeStartVertex()
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