Searched refs:CHECK_ALLOC_ERROR (Results 1 – 4 of 4) sorted by relevance
19 #define CHECK_ALLOC_ERROR(iface) GR_GL_GET_ERROR(iface) macro23 #define CHECK_ALLOC_ERROR(iface) GR_GL_NO_ERROR macro111 if (CHECK_ALLOC_ERROR(gpu->glInterface()) != GR_GL_NO_ERROR) { in GrGLBuffer()
49 #define CHECK_ALLOC_ERROR(iface) GR_GL_GET_ERROR(iface) macro53 #define CHECK_ALLOC_ERROR(iface) GR_GL_NO_ERROR macro967 GrGLenum error = CHECK_ALLOC_ERROR(&interface); in allocate_and_populate_texture()1003 GrGLenum error = CHECK_ALLOC_ERROR(&interface); in allocate_and_populate_texture()1024 GrGLenum error = CHECK_ALLOC_ERROR(&interface); in allocate_and_populate_texture()1071 GrGLenum error = CHECK_ALLOC_ERROR(&interface); in allocate_and_populate_compressed_texture()1126 GrGLenum error = CHECK_ALLOC_ERROR(&interface); in allocate_and_populate_compressed_texture()1412 return (GR_GL_NO_ERROR == CHECK_ALLOC_ERROR(ctx.interface())); in renderbuffer_storage_msaa()1689 if (GR_GL_NO_ERROR != CHECK_ALLOC_ERROR(this->glInterface())) { in getCompatibleStencilIndex()1720 if (GR_GL_NO_ERROR == CHECK_ALLOC_ERROR(this->glInterface())) { in getCompatibleStencilIndex()[all …]
20 #define CHECK_ALLOC_ERROR(iface) GR_GL_GET_ERROR(iface) macro24 #define CHECK_ALLOC_ERROR(iface) GR_GL_NO_ERROR macro117 if (CHECK_ALLOC_ERROR(gpu->glInterface()) != GR_GL_NO_ERROR) { in GrGLBuffer()
51 #define CHECK_ALLOC_ERROR(iface) GR_GL_GET_ERROR(iface) macro55 #define CHECK_ALLOC_ERROR(iface) GR_GL_NO_ERROR macro1108 GrGLenum error = CHECK_ALLOC_ERROR(this->glInterface()); in uploadCompressedTexData()1129 GrGLenum error = CHECK_ALLOC_ERROR(this->glInterface()); in uploadCompressedTexData()1154 GrGLenum error = CHECK_ALLOC_ERROR(this->glInterface()); in uploadCompressedTexData()1199 return (GR_GL_NO_ERROR == CHECK_ALLOC_ERROR(ctx.glInterface())); in renderbuffer_storage_msaa()1578 if (GR_GL_NO_ERROR == CHECK_ALLOC_ERROR(this->glInterface())) { in getCompatibleStencilIndex()1684 success = (GR_GL_NO_ERROR == CHECK_ALLOC_ERROR(this->glInterface())); in createTexture2D()1698 error = CHECK_ALLOC_ERROR(this->glInterface()); in createTexture2D()1743 SkASSERT(GR_GL_NO_ERROR == CHECK_ALLOC_ERROR(this->glInterface())); in createStencilAttachmentForRenderTarget()