Searched refs:bufferName (Results 1 – 4 of 4) sorted by relevance
111 gl_buffer_index bufferName, in validate_and_init_renderbuffer_attachment() argument116 assert(bufferName < BUFFER_COUNT); in validate_and_init_renderbuffer_attachment()122 assert(bufferName == BUFFER_DEPTH || in validate_and_init_renderbuffer_attachment()123 bufferName == BUFFER_STENCIL || in validate_and_init_renderbuffer_attachment()124 fb->Attachment[bufferName].Renderbuffer == NULL); in validate_and_init_renderbuffer_attachment()134 fb->Attachment[bufferName].Type = GL_RENDERBUFFER_EXT; in validate_and_init_renderbuffer_attachment()135 fb->Attachment[bufferName].Complete = GL_TRUE; in validate_and_init_renderbuffer_attachment()148 gl_buffer_index bufferName, in _mesa_attach_and_own_rb() argument153 validate_and_init_renderbuffer_attachment(fb, bufferName, rb); in _mesa_attach_and_own_rb()155 _mesa_reference_renderbuffer(&fb->Attachment[bufferName].Renderbuffer, in _mesa_attach_and_own_rb()[all …]
51 gl_buffer_index bufferName,56 gl_buffer_index bufferName,61 gl_buffer_index bufferName);
33 void VertexArray::detachBuffer(GLuint bufferName) in detachBuffer() argument37 if(mVertexAttributes[attribute].mBoundBuffer.name() == bufferName) in detachBuffer()43 if(mElementArrayBuffer.name() == bufferName) in detachBuffer()
37 void detachBuffer(GLuint bufferName);