Searched refs:ANGLE_GL_TRY_ALWAYS_CHECK (Results 1 – 4 of 4) sorted by relevance
55 ANGLE_GL_TRY_ALWAYS_CHECK( in setStorage()81 ANGLE_GL_TRY_ALWAYS_CHECK(context, functions->renderbufferStorageMultisample( in setStorageMultisample()91 ANGLE_GL_TRY_ALWAYS_CHECK( in setStorageMultisample()99 ANGLE_GL_TRY_ALWAYS_CHECK( in setStorageMultisample()
252 ANGLE_GL_TRY_ALWAYS_CHECK( in setImageHelper()261 ANGLE_GL_TRY_ALWAYS_CHECK( in setImageHelper()283 ANGLE_GL_TRY_ALWAYS_CHECK( in setImageHelper()585 ANGLE_GL_TRY_ALWAYS_CHECK( in setCompressedImage()594 ANGLE_GL_TRY_ALWAYS_CHECK( in setCompressedImage()704 ANGLE_GL_TRY_ALWAYS_CHECK( in copyImage()782 ANGLE_GL_TRY_ALWAYS_CHECK( in copyImage()1033 ANGLE_GL_TRY_ALWAYS_CHECK( in setStorage()1066 ANGLE_GL_TRY_ALWAYS_CHECK( in setStorage()1079 ANGLE_GL_TRY_ALWAYS_CHECK( in setStorage()[all …]
87 #define ANGLE_GL_TRY_ALWAYS_CHECK(context, call) \ macro92 # define ANGLE_GL_TRY(context, call) ANGLE_GL_TRY_ALWAYS_CHECK(context, call)
287 ANGLE_GL_TRY_ALWAYS_CHECK( in copyImageToLUMAWorkaroundTexture()322 ANGLE_GL_TRY_ALWAYS_CHECK( in copySubImageToLUMAWorkaroundTexture()341 ANGLE_GL_TRY_ALWAYS_CHECK( in copySubImageToLUMAWorkaroundTexture()492 ANGLE_GL_TRY_ALWAYS_CHECK( in blitColorBufferWithShader()727 ANGLE_GL_TRY_ALWAYS_CHECK( in copySubTextureCPUReadback()1090 ANGLE_GL_TRY_ALWAYS_CHECK(context, mFunctions->generateMipmap(ToGLenum(sourceTarget))); in generateSRGBMipmap()