Searched refs:mVertexShader (Results 1 – 6 of 6) sorted by relevance
194 mVertexShader = in compile()198 return (mVertexShader != 0 && mFragmentShader != 0); in compile()204 glGetShaderiv(mVertexShader, GL_COMPLETION_STATUS_KHR, &status); in isCompileCompleted()216 if (checkShader(mVertexShader) && checkShader(mFragmentShader)) in link()219 glAttachShader(mProgram, mVertexShader); in link()223 glDeleteShader(mVertexShader); in link()249 GLuint mVertexShader; member in __anondd52a26b0111::ParallelShaderCompileTest::ClearColorWithDraw
362 mVertexShader(0), in DisplayGbm()604 mVertexShader = makeShader(GL_VERTEX_SHADER, vertexSource); in drawWithTexture()607 gl->attachShader(mProgram, mVertexShader); in drawWithTexture()777 gl->deleteShader(mVertexShader); in terminate()
154 GLuint mVertexShader; variable
501 id<MTLFunction> getVertexShader() { return mVertexShader; }511 AutoObjCPtr<id<MTLFunction>> mVertexShader;
870 mVertexShader.retainAssign(shader);977 vertShader = mVertexShader;1052 mVertexShader = nil;
1808 mVertexShader(vertexShader),1837 mVertexShader->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n"); in wait()1838 mVertexShader->appendDebugInfo(pointGS->getDebugInfo()); in wait()1839 mVertexShader->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n"); in wait()1844 mVertexShader->appendDebugInfo(defaultVertexExecutable->getDebugInfo()); in wait()1897 const ShaderD3D *mVertexShader; member in rx::ProgramD3D::GraphicsProgramLinkEvent