Searched refs:ANGLE_CHECK_GL_ALLOC (Results 1 – 20 of 20) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Buffer9.cpp | 44 ANGLE_CHECK_GL_ALLOC(GetImplAs<Context9>(context), mMemory.resize(size)); in setData() 81 ANGLE_CHECK_GL_ALLOC(GetImplAs<Context9>(context), mMemory.resize(size + offset)); in setSubData()
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/external/angle/src/libANGLE/renderer/d3d/ |
D | VertexBuffer.cpp | 108 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), alignedSpaceRequired >= spaceRequired); in getSpaceRequired() 186 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), checkedPosition.IsValid()); in storeDynamicAttribute() 231 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), alignedRequiredSpace.IsValid()); in reserveVertexSpace()
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D | RenderbufferD3D.cpp | 71 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextD3D>(context), in setStorageMultisample()
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D | TextureD3D.cpp | 813 ANGLE_CHECK_GL_ALLOC(contextD3D, context->getZeroFilledBuffer(imageBytes, &zeroBuffer)); in initializeContents()
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/external/angle/src/libANGLE/renderer/null/ |
D | BufferNULL.cpp | 41 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextNULL>(context), in setDataWithUsageFlags() 58 ANGLE_CHECK_GL_ALLOC(GetImplAs<ContextNULL>(context), in setData()
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/external/angle/src/libANGLE/renderer/metal/ |
D | TransformFeedbackMtl.mm | 107 ANGLE_CHECK_GL_ALLOC(contextMtl, offsetsOut[bufferIndex] == writeOffset);
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D | TextureMtl.mm | 1188 ANGLE_CHECK_GL_ALLOC(contextMtl, prevLevelData); 1210 ANGLE_CHECK_GL_ALLOC(contextMtl, dstLevelData); 1776 ANGLE_CHECK_GL_ALLOC(contextMtl, 1805 ANGLE_CHECK_GL_ALLOC(contextMtl, conversionRow.resize(dstRowPitch)); 2024 ANGLE_CHECK_GL_ALLOC(contextMtl, conversionRow.resize(dstRowPitch)); 2180 ANGLE_CHECK_GL_ALLOC(contextMtl, conversionSrc.resize(srcImageSize)); 2181 ANGLE_CHECK_GL_ALLOC(contextMtl, conversionDst.resize(convImageSize));
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D | VertexArrayMtl.mm | 570 ANGLE_CHECK_GL_ALLOC(contextMtl, convertedClientArray.resize(bytesToAllocate)); 916 ANGLE_CHECK_GL_ALLOC(contextMtl, srcBytes);
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D | mtl_utils.mm | 298 ANGLE_CHECK_GL_ALLOC(contextMtl, conversionRow.resize(dstRowPitch)); 311 ANGLE_CHECK_GL_ALLOC(contextMtl, srcRow.resize(srcRowPitch));
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D | FrameBufferMtl.mm | 944 ANGLE_CHECK_GL_ALLOC(contextMtl, formatableView); 1404 ANGLE_CHECK_GL_ALLOC(contextMtl, readPixelRowBuffer.resize(bufferRowPitch));
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D | mtl_resources.mm | 758 ANGLE_CHECK_GL_ALLOC(context, newTexture);
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Buffer11.cpp | 571 ANGLE_CHECK_GL_ALLOC(context11, mMappedStorage); in mapRange() 1567 ANGLE_CHECK_GL_ALLOC(context11, mIndicesMemoryBuffer.resize(indicesDataSize)); in getBuffer() 1583 ANGLE_CHECK_GL_ALLOC(context11, expandedData.resize(expandedDataSize)); in getBuffer() 1666 ANGLE_CHECK_GL_ALLOC(context11, mMemoryBuffer.resize(size)); in resize() 1724 ANGLE_CHECK_GL_ALLOC(context11, mMemoryBuffer.resize(size)); in resize() 1849 ANGLE_CHECK_GL_ALLOC(context11, mSystemCopy.resize(size)); in resize()
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D | renderer11_utils.cpp | 2192 ANGLE_CHECK_GL_ALLOC(GetImplAs<Context11>(context), in GenerateInitialTextureData()
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D | Renderer11.cpp | 4018 ANGLE_CHECK_GL_ALLOC(context11, mScratchMemoryBuffer.get(requestedSize, bufferOut)); in getScratchMemoryBuffer()
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/external/angle/src/common/ |
D | angleutils.h | 293 #define ANGLE_CHECK_GL_ALLOC(context, result) \ macro
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/external/angle/src/libANGLE/renderer/gl/ |
D | BufferGL.cpp | 73 ANGLE_CHECK_GL_ALLOC(contextGL, mShadowCopy.resize(size)); in setData()
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D | TextureGL.cpp | 695 ANGLE_CHECK_GL_ALLOC( in copyImage() 2045 ANGLE_CHECK_GL_ALLOC(contextGL, context->getZeroFilledBuffer(imageSize, &zero)); in initializeContents() 2076 ANGLE_CHECK_GL_ALLOC(contextGL, context->getZeroFilledBuffer(imageSize, &zero)); in initializeContents()
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D | BlitGL.cpp | 767 ANGLE_CHECK_GL_ALLOC(contextGL, in copySubTextureCPUReadback()
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/external/angle/src/libANGLE/ |
D | Buffer.cpp | 130 ANGLE_CHECK_GL_ALLOC( in bufferDataImpl()
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/external/angle/src/libANGLE/capture/ |
D | frame_capture_utils.cpp | 364 ANGLE_CHECK_GL_ALLOC(const_cast<gl::Context *>(context), in ReadPixelsFromAttachment() 802 ANGLE_CHECK_GL_ALLOC( in SerializeBuffer() 898 ANGLE_CHECK_GL_ALLOC( in SerializeRenderbuffer() 1223 ANGLE_CHECK_GL_ALLOC(const_cast<gl::Context *>(context), in SerializeTextureData()
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