Searched refs:shader_object_id (Results 1 – 2 of 2) sorted by relevance
606 glw::GLint shader_object_id = 0; in compile_shader_and_get_compilation_result() local657 shader_object_id = gl.createShader(GL_VERTEX_SHADER); in compile_shader_and_get_compilation_result()659 vertex_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()667 shader_object_id = gl.createShader(GL_FRAGMENT_SHADER); in compile_shader_and_get_compilation_result()669 fragment_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()677 shader_object_id = gl.createShader(GL_COMPUTE_SHADER); in compile_shader_and_get_compilation_result()679 compute_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()687 shader_object_id = gl.createShader(GL_GEOMETRY_SHADER); in compile_shader_and_get_compilation_result()689 geometry_shader_object_id = shader_object_id; in compile_shader_and_get_compilation_result()697 shader_object_id = gl.createShader(GL_TESS_CONTROL_SHADER); in compile_shader_and_get_compilation_result()[all …]
6360 bool compileAndCheckShaderCompilationStatus(GLuint shader_object_id);9397 bool RequiredCase::compileAndCheckShaderCompilationStatus(GLuint shader_object_id) in compileAndCheckShaderCompilationStatus() argument9403 gl.compileShader(shader_object_id); in compileAndCheckShaderCompilationStatus()9408 gl.getShaderiv(shader_object_id, GL_COMPILE_STATUS, &shader_compile_status); in compileAndCheckShaderCompilationStatus()9417 gl.getShaderiv(shader_object_id, GL_INFO_LOG_LENGTH, &info_log_length); in compileAndCheckShaderCompilationStatus()9421 gl.getShaderInfoLog(shader_object_id, info_log_length, NULL, &log[0]); in compileAndCheckShaderCompilationStatus()