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Searched refs:mCompileStatus (Results 1 – 4 of 4) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DShaderGL.cpp158 mCompileStatus(GL_FALSE) in ShaderGL()
190 mCompileStatus = GL_FALSE; in checkShader()
191 functions->getShaderiv(mShaderID, GL_COMPILE_STATUS, &mCompileStatus); in checkShader()
192 if (mCompileStatus == GL_FALSE) in checkShader()
380 if (mCompileStatus == GL_FALSE) in compile()
DShaderGL.h48 GLint mCompileStatus; variable
/third_party/skia/third_party/externals/angle2/src/libANGLE/
DShader.cpp129 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()
342 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()
424 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
497 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
506 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
515 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
601 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()
637 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
DShader.h90 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()
113 CompileStatus getCompileStatus() const { return mCompileStatus; } in getCompileStatus()
157 CompileStatus mCompileStatus; variable