/external/angle/src/libANGLE/renderer/gl/ |
D | BlitGL.cpp | 43 ANGLE_GL_TRY(context, functions->getShaderiv(shader, GL_COMPILE_STATUS, &compileStatus)); in CheckCompileStatus() 57 ANGLE_GL_TRY(context, functions->getProgramiv(program, GL_LINK_STATUS, &linkStatus)); in CheckLinkStatus() 209 ANGLE_GL_TRY(context, functions->framebufferRenderbuffer(framebufferTarget, bindTarget, in UnbindAttachments() 335 ANGLE_GL_TRY(context, 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() [all …]
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D | BufferGL.cpp | 68 ANGLE_GL_TRY(context, functions->bufferData(gl::ToGLenum(DestBufferOperationTarget), size, data, in setData() 100 ANGLE_GL_TRY(context, functions->bufferSubData(gl::ToGLenum(DestBufferOperationTarget), offset, in setSubData() 129 ANGLE_GL_TRY(context, functions->copyBufferSubData(gl::ToGLenum(SourceBufferOperationTarget), in copySubData() 158 *mapPtr = ANGLE_GL_TRY( in map() 166 ANGLE_GL_TRY(context, functions->mapBufferRange(gl::ToGLenum(DestBufferOperationTarget), in map() 198 ANGLE_GL_TRY(context, functions->mapBufferRange(gl::ToGLenum(DestBufferOperationTarget), in mapRange() 224 ANGLE_GL_TRY(context, in unmap() 233 ANGLE_GL_TRY(context, functions->unmapBuffer(gl::ToGLenum(DestBufferOperationTarget))); in unmap() 273 ANGLE_GL_TRY(context, functions->unmapBuffer(gl::ToGLenum(DestBufferOperationTarget))); in getIndexRange()
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D | TextureGL.cpp | 369 ANGLE_GL_TRY(context, in setSubImage() 378 ANGLE_GL_TRY(context, functions->texSubImage3D( in setSubImage() 445 ANGLE_GL_TRY(context, in setSubImageRowByRowWorkaround() 461 ANGLE_GL_TRY(context, functions->texSubImage2D( in setSubImageRowByRowWorkaround() 507 ANGLE_GL_TRY(context, in setSubImagePaddingWorkaround() 520 ANGLE_GL_TRY(context, functions->texSubImage3D( in setSubImagePaddingWorkaround() 532 ANGLE_GL_TRY(context, in setSubImagePaddingWorkaround() 544 ANGLE_GL_TRY(context, functions->texSubImage2D( in setSubImagePaddingWorkaround() 554 ANGLE_GL_TRY(context, functions->texSubImage2D(ToGLenum(target), static_cast<GLint>(level), in setSubImagePaddingWorkaround() 632 ANGLE_GL_TRY(context, functions->compressedTexSubImage2D( in setCompressedSubImage() [all …]
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D | ContextGL.cpp | 325 ANGLE_GL_TRY(context, getFunctions()->drawArrays(ToGLenum(mode), first, count)); in drawArrays() 329 ANGLE_GL_TRY(context, getFunctions()->drawArraysInstanced(ToGLenum(mode), first, count, in drawArrays() 351 ANGLE_GL_TRY(context, getFunctions()->drawArraysInstanced(ToGLenum(mode), first, count, in drawArraysInstanced() 456 ANGLE_GL_TRY(context, in drawArraysInstancedBaseInstance() 470 ANGLE_GL_TRY(context, functions->drawArraysInstanced(ToGLenum(mode), first, count, in drawArraysInstancedBaseInstance() 500 ANGLE_GL_TRY(context, getFunctions()->drawElements(ToGLenum(mode), count, ToGLenum(type), in drawElements() 505 ANGLE_GL_TRY(context, in drawElements() 534 ANGLE_GL_TRY(context, getFunctions()->drawElementsBaseVertex( in drawElementsBaseVertex() 539 ANGLE_GL_TRY(context, getFunctions()->drawElementsInstancedBaseVertex( in drawElementsBaseVertex() 565 ANGLE_GL_TRY(context, in drawElementsInstanced() [all …]
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D | TransformFeedbackGL.cpp | 90 ANGLE_GL_TRY(context, mFunctions->bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, in bindIndexedBuffer() 96 ANGLE_GL_TRY(context, in bindIndexedBuffer() 103 ANGLE_GL_TRY(context, mFunctions->bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, in bindIndexedBuffer() 110 ANGLE_GL_TRY(context, mFunctions->bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, in bindIndexedBuffer()
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D | MemoryObjectGL.cpp | 38 ANGLE_GL_TRY(context, functions->memoryObjectParameterivEXT( in setDedicatedMemory() 49 ANGLE_GL_TRY(context, in importFd()
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D | renderergl_utils.h | 92 # define ANGLE_GL_TRY(context, call) ANGLE_GL_TRY_ALWAYS_CHECK(context, call) macro 94 # define ANGLE_GL_TRY(context, call) call macro
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D | StateManagerGL.cpp | 546 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_ALIGNMENT, mUnpackAlignment)); in setPixelUnpackState() 554 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_ROW_LENGTH, mUnpackRowLength)); in setPixelUnpackState() 562 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_SKIP_ROWS, mUnpackSkipRows)); in setPixelUnpackState() 570 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_SKIP_PIXELS, mUnpackSkipPixels)); in setPixelUnpackState() 578 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_IMAGE_HEIGHT, mUnpackImageHeight)); in setPixelUnpackState() 586 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_SKIP_IMAGES, mUnpackSkipImages)); in setPixelUnpackState() 613 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_ALIGNMENT, mPackAlignment)); in setPixelPackState() 621 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_ROW_LENGTH, mPackRowLength)); in setPixelPackState() 629 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_SKIP_ROWS, mPackSkipRows)); in setPixelPackState() 637 ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_SKIP_PIXELS, mPackSkipPixels)); in setPixelPackState() [all …]
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D | FramebufferGL.cpp | 1518 ANGLE_GL_TRY(context, in readPixelsRowByRow() 1569 ANGLE_GL_TRY(context, functions->readPixels(area.x, area.y, area.width, height, format, in readPixelsAllAtOnce() 1581 ANGLE_GL_TRY(context, functions->readPixels(area.x, area.y + area.height - 1, area.width, 1, in readPixelsAllAtOnce()
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D | VertexArrayGL.cpp | 511 ANGLE_GL_TRY(context, functions->unmapBuffer(GL_ARRAY_BUFFER)); in streamAttributes()
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