Lines Matching refs:mFunctions
220 : mFunctions(functions), in BlitGL()
232 ASSERT(mFunctions); in BlitGL()
289 mFunctions->texImage2D(ToGLenum(target), static_cast<GLint>(level), internalFormat, in copyImageToLUMAWorkaroundTexture()
319 nativegl::GetCopyTexImageImageFormat(mFunctions, mFeatures, readFormat, readType); in copySubImageToLUMAWorkaroundTexture()
323 context, mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, in copySubImageToLUMAWorkaroundTexture()
336 mFunctions->texParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle)); in copySubImageToLUMAWorkaroundTexture()
342 context, mFunctions->texImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, in copySubImageToLUMAWorkaroundTexture()
348 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in copySubImageToLUMAWorkaroundTexture()
363 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in copySubImageToLUMAWorkaroundTexture()
364 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, 1.0, 1.0)); in copySubImageToLUMAWorkaroundTexture()
365 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->offsetLocation, 0.0, 0.0)); in copySubImageToLUMAWorkaroundTexture()
366 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in copySubImageToLUMAWorkaroundTexture()
367 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in copySubImageToLUMAWorkaroundTexture()
370 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in copySubImageToLUMAWorkaroundTexture()
378 mFunctions->copyTexSubImage3D(ToGLenum(target), static_cast<GLint>(level), in copySubImageToLUMAWorkaroundTexture()
385 ANGLE_GL_TRY(context, mFunctions->copyTexSubImage2D( in copySubImageToLUMAWorkaroundTexture()
409 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in blitColorBufferWithShader()
412 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in blitColorBufferWithShader()
420 ANGLE_GL_TRY(context, mFunctions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in blitColorBufferWithShader()
487 mFunctions, mFeatures, sourceInternalFormat.internalFormat, sourceInternalFormat.type); in blitColorBufferWithShader()
493 context, mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, in blitColorBufferWithShader()
542 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in blitColorBufferWithShader()
543 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, texCoordScale.x(), in blitColorBufferWithShader()
545 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->offsetLocation, texCoordOffset.x(), in blitColorBufferWithShader()
547 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in blitColorBufferWithShader()
548 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in blitColorBufferWithShader()
553 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in blitColorBufferWithShader()
585 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in copySubTexture()
588 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copySubTexture()
650 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in copySubTexture()
651 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, scale.x(), scale.y())); in copySubTexture()
653 mFunctions->uniform2f(blitProgram->offsetLocation, offset.x(), offset.y())); in copySubTexture()
656 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in copySubTexture()
657 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in copySubTexture()
661 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, in copySubTexture()
663 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, in copySubTexture()
668 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in copySubTexture()
712 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in copySubTextureCPUReadback()
715 status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copySubTextureCPUReadback()
722 mFunctions, mFeatures, sourceInternalFormatInfo.internalFormat, in copySubTextureCPUReadback()
729 mFunctions->texImage2D(ToGLenum(scratchTextureType), 0, texImageFormat.internalFormat, in copySubTextureCPUReadback()
747 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in copySubTextureCPUReadback()
756 status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copySubTextureCPUReadback()
791 ANGLE_GL_TRY(context, mFunctions->readPixels(readPixelsArea.x, readPixelsArea.y, in copySubTextureCPUReadback()
811 nativegl::GetTexSubImageFormat(mFunctions, mFeatures, destFormat, destType); in copySubTextureCPUReadback()
814 ANGLE_GL_TRY(context, mFunctions->texSubImage2D( in copySubTextureCPUReadback()
836 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in copyTexSubImage()
839 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copyTexSubImage()
849 mFunctions->copyTexSubImage2D(ToGLenum(destTarget), static_cast<GLint>(destLevel), in copyTexSubImage()
873 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, unbindTargets)); in clearRenderableTexture()
880 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in clearRenderableTexture()
885 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in clearRenderableTexture()
888 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderableTexture()
892 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
902 if (mFunctions->framebufferTexture && !imageIndex.hasLayer()) in clearRenderableTexture()
906 ANGLE_GL_TRY(context, mFunctions->framebufferTexture(GL_FRAMEBUFFER, bindTarget, in clearRenderableTexture()
912 ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in clearRenderableTexture()
915 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderableTexture()
919 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
938 ANGLE_GL_TRY(context, mFunctions->framebufferTextureLayer( in clearRenderableTexture()
944 ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in clearRenderableTexture()
947 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderableTexture()
951 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
959 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
977 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, unbindTargets)); in clearRenderbuffer()
982 mFunctions->framebufferRenderbuffer( in clearRenderbuffer()
985 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderbuffer()
990 ANGLE_GL_TRY(context, mFunctions->framebufferRenderbuffer(GL_FRAMEBUFFER, bindTarget, in clearRenderbuffer()
1006 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearFramebuffer()
1026 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in clearRenderableTextureAlphaToOne()
1029 ANGLE_GL_TRY(context, mFunctions->clear(GL_COLOR_BUFFER_BIT)); in clearRenderableTextureAlphaToOne()
1032 ANGLE_GL_TRY(context, mFunctions->framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in clearRenderableTextureAlphaToOne()
1058 ANGLE_GL_TRY(context, mFunctions->texImage2D( in generateSRGBMipmap()
1066 mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in generateSRGBMipmap()
1076 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in generateSRGBMipmap()
1077 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, 1.0f, 1.0f)); in generateSRGBMipmap()
1078 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->offsetLocation, 0.0f, 0.0f)); in generateSRGBMipmap()
1079 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in generateSRGBMipmap()
1080 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in generateSRGBMipmap()
1086 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in generateSRGBMipmap()
1090 ANGLE_GL_TRY_ALWAYS_CHECK(context, mFunctions->generateMipmap(ToGLenum(sourceTarget))); in generateSRGBMipmap()
1091 ANGLE_GL_TRY(context, mFunctions->texParameteri(ToGLenum(sourceTarget), GL_TEXTURE_MIN_FILTER, in generateSRGBMipmap()
1100 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in generateSRGBMipmap()
1105 ANGLE_GL_TRY(context, mFunctions->texParameteri(ToGLenum(sourceTarget), in generateSRGBMipmap()
1108 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in generateSRGBMipmap()
1126 ANGLE_GL_TRY(context, mFunctions->genTextures(1, &mScratchTextures[i])); in initializeResources()
1129 ANGLE_GL_TRY(context, mFunctions->genFramebuffers(1, &mScratchFBO)); in initializeResources()
1131 ANGLE_GL_TRY(context, mFunctions->genBuffers(1, &mVertexBuffer)); in initializeResources()
1140 ANGLE_GL_TRY(context, mFunctions->bufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, vertexData, in initializeResources()
1146 ANGLE_GL_TRY(context, mFunctions->genVertexArrays(1, &mVAO)); in initializeResources()
1166 if (nativegl::SupportsNativeRendering(mFunctions, gl::TextureType::_2D, internalFormat)) in initializeResources()
1174 nativegl::GetTexImageFormat(mFunctions, mFeatures, internalFormatInfo.format, in initializeResources()
1193 if (mFunctions->isAtLeastGL(gl::Version(3, 3))) in orphanScratchTextures()
1196 ANGLE_GL_TRY(context, mFunctions->texParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, in orphanScratchTextures()
1199 else if (mFunctions->isAtLeastGLES(gl::Version(3, 0))) in orphanScratchTextures()
1202 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED)); in orphanScratchTextures()
1204 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN)); in orphanScratchTextures()
1206 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE)); in orphanScratchTextures()
1208 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA)); in orphanScratchTextures()
1211 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0)); in orphanScratchTextures()
1212 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000)); in orphanScratchTextures()
1213 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, in orphanScratchTextures()
1216 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in orphanScratchTextures()
1217 ANGLE_GL_TRY(context, mFunctions->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, in orphanScratchTextures()
1231 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, param, value)); in setScratchTextureParameter()
1232 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, param, value)); in setScratchTextureParameter()
1252 ANGLE_GL_TRY(context, mFunctions->enableVertexAttribArray(mTexcoordAttribLocation)); in initializeVAOState()
1253 ANGLE_GL_TRY(context, mFunctions->vertexAttribPointer(mTexcoordAttribLocation, 2, GL_FLOAT, in initializeVAOState()
1285 result.program = ANGLE_GL_TRY(context, mFunctions->createProgram()); in getBlitProgram()
1310 if (mFunctions->standard == STANDARD_GL_DESKTOP) in getBlitProgram()
1316 ASSERT(mFunctions->standard == STANDARD_GL_ES); in getBlitProgram()
1346 GLuint vs = ANGLE_GL_TRY(context, mFunctions->createShader(GL_VERTEX_SHADER)); in getBlitProgram()
1347 ANGLE_GL_TRY(context, mFunctions->shaderSource(vs, 1, &vsSourceCStr, nullptr)); in getBlitProgram()
1348 ANGLE_GL_TRY(context, mFunctions->compileShader(vs)); in getBlitProgram()
1349 ANGLE_TRY(CheckCompileStatus(context, mFunctions, vs)); in getBlitProgram()
1351 ANGLE_GL_TRY(context, mFunctions->attachShader(result.program, vs)); in getBlitProgram()
1352 ANGLE_GL_TRY(context, mFunctions->deleteShader(vs)); in getBlitProgram()
1408 if (mFunctions->hasGLExtension("GL_ARB_texture_rectangle")) in getBlitProgram()
1414 ASSERT(mFunctions->isAtLeastGL(gl::Version(3, 1))); in getBlitProgram()
1518 GLuint fs = ANGLE_GL_TRY(context, mFunctions->createShader(GL_FRAGMENT_SHADER)); in getBlitProgram()
1519 ANGLE_GL_TRY(context, mFunctions->shaderSource(fs, 1, &fsSourceCStr, nullptr)); in getBlitProgram()
1520 ANGLE_GL_TRY(context, mFunctions->compileShader(fs)); in getBlitProgram()
1521 ANGLE_TRY(CheckCompileStatus(context, mFunctions, fs)); in getBlitProgram()
1523 ANGLE_GL_TRY(context, mFunctions->attachShader(result.program, fs)); in getBlitProgram()
1524 ANGLE_GL_TRY(context, mFunctions->deleteShader(fs)); in getBlitProgram()
1527 ANGLE_GL_TRY(context, mFunctions->bindAttribLocation( in getBlitProgram()
1529 ANGLE_GL_TRY(context, mFunctions->linkProgram(result.program)); in getBlitProgram()
1530 ANGLE_TRY(CheckLinkStatus(context, mFunctions, result.program)); in getBlitProgram()
1533 context, mFunctions->getUniformLocation(result.program, "u_source_texture")); in getBlitProgram()
1535 ANGLE_GL_TRY(context, mFunctions->getUniformLocation(result.program, "u_scale")); in getBlitProgram()
1537 ANGLE_GL_TRY(context, mFunctions->getUniformLocation(result.program, "u_offset")); in getBlitProgram()
1539 context, mFunctions->getUniformLocation(result.program, "u_multiply_alpha")); in getBlitProgram()
1541 context, mFunctions->getUniformLocation(result.program, "u_unmultiply_alpha")); in getBlitProgram()