Searched defs:vertexArray (Results 1 – 11 of 11) sorted by relevance
41 for (GLuint vertexArray : mVertexArrays) in ~DrawElementsTest() local
231 GLuint vertexArray = 0; in runTest() local
1146 GLuint vertexArray = 0; in TEST_P() local
972 GLVertexArray vertexArray; in TEST_P() local1059 GLVertexArray vertexArray; in TEST_P() local
698 GLuint vertexArray; in TEST_P() local794 GLuint vertexArray; in TEST_P() local939 GLuint vertexArray; in TEST_P() local
253 const gl::VertexArray *vertexArray = state.getVertexArray(); in prepareVertexData() local
31 VertexArrayState::VertexArrayState(VertexArray *vertexArray, in VertexArrayState()
1680 void State::setVertexArrayBinding(const Context *context, VertexArray *vertexArray) in setVertexArrayBinding()1697 bool State::removeVertexArrayBinding(const Context *context, VertexArrayID vertexArray) in removeVertexArrayBinding()
1678 const gl::VertexArray *vertexArray, in CaptureVertexArrayData()2032 const gl::VertexArray *vertexArray = vertexArrayIter.second; in CaptureMidExecutionSetup() local
559 for (auto vertexArray : mVertexArrayMap) in onDestroy() local1077 VertexArray *vertexArray = checkVertexArrayAllocation(vertexArrayHandle); in bindVertexArray() local2575 VertexArray *vertexArray = getVertexArray(vertexArrayHandle); in checkVertexArrayAllocation() local2676 void Context::detachVertexArray(VertexArrayID vertexArray) in detachVertexArray()6955 VertexArrayID vertexArray = arrays[arrayIndex]; in deleteVertexArrays() local6978 VertexArrayID vertexArray = {mVertexArrayHandleAllocator.allocate()}; in genVertexArrays() local
2856 VertexArray *vertexArray = state.getVertexArray(); in ValidateDrawStates() local