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Searched refs:ANGLE_GL_TRY (Results 1 – 10 of 10) sorted by relevance

/external/angle/src/libANGLE/renderer/gl/
DBlitGL.cpp43 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()
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DBufferGL.cpp68 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()
DTextureGL.cpp369 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()
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DContextGL.cpp325 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()
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DTransformFeedbackGL.cpp90 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()
DMemoryObjectGL.cpp38 ANGLE_GL_TRY(context, functions->memoryObjectParameterivEXT( in setDedicatedMemory()
49 ANGLE_GL_TRY(context, in importFd()
Drenderergl_utils.h92 # define ANGLE_GL_TRY(context, call) ANGLE_GL_TRY_ALWAYS_CHECK(context, call) macro
94 # define ANGLE_GL_TRY(context, call) call macro
DStateManagerGL.cpp546 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()
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DFramebufferGL.cpp1518 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()
DVertexArrayGL.cpp511 ANGLE_GL_TRY(context, functions->unmapBuffer(GL_ARRAY_BUFFER)); in streamAttributes()