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Searched refs:vaoGL (Results 1 – 3 of 3) sorted by relevance

/third_party/vk-gl-cts/external/openglcts/modules/glesext/tessellation_shader/
DesextcTessellationShaderWinding.cpp195 deUint32 vaoGL; in iterate() local
196 gl.genVertexArrays(1, &vaoGL); in iterate()
197 gl.bindVertexArray(vaoGL); in iterate()
288 gl.deleteVertexArrays(1, &vaoGL); in iterate()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DContextGL.cpp231 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawArraysState() local
233 ANGLE_TRY(vaoGL->syncClientSideData(context, executable->getActiveAttribLocationsMask(), in setDrawArraysState()
237 ANGLE_TRY(vaoGL->validateState(context)); in setDrawArraysState()
246 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawArraysState() local
247 ANGLE_TRY(vaoGL->recoverForcedStreamingAttributesForDrawArraysInstanced(context)); in setDrawArraysState()
277 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawElementsState() local
278 ANGLE_TRY(vaoGL->recoverForcedStreamingAttributesForDrawArraysInstanced(context)); in setDrawElementsState()
283 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawElementsState() local
284 ANGLE_TRY(vaoGL->syncDrawElementsState(context, executable->getActiveAttribLocationsMask(), in setDrawElementsState()
302 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawElementsState() local
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DStateManagerGL.cpp2025 VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(state.getVertexArray()); in syncState() local
2026 bindVertexArray(vaoGL->getVertexArrayID(), vaoGL->getNativeState()); in syncState()
2054 vaoGL->syncState(context, dirtyBits, &dirtyAttribBits, &dirtBindingBits)); in syncState()