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Searched refs:VAOs (Results 1 – 6 of 6) sorted by relevance

/external/mesa3d/src/mesa/main/
Dglthread.c88 glthread->VAOs = _mesa_NewHashTable(); in _mesa_glthread_init()
89 if (!glthread->VAOs) { in _mesa_glthread_init()
99 _mesa_DeleteHashTable(glthread->VAOs); in _mesa_glthread_init()
155 _mesa_HashDeleteAll(glthread->VAOs, free_vao, NULL); in _mesa_glthread_destroy()
156 _mesa_DeleteHashTable(glthread->VAOs); in _mesa_glthread_destroy()
Dglthread_varray.c83 vao = _mesa_HashLookupLocked(glthread->VAOs, id); in lookup_vao()
137 _mesa_HashRemoveLocked(glthread->VAOs, vao->Name); in _mesa_glthread_DeleteVertexArrays()
162 _mesa_HashInsertLocked(glthread->VAOs, id, vao, true); in _mesa_glthread_GenVertexArrays()
Dglthread.h170 struct _mesa_HashTable *VAOs; member
/external/angle/doc/
DDirtyBits.md45 state. [VAOs][VAOState] store vertex arrays and array buffer bindings. [Framebuffers][FBOState]
/external/mesa3d/docs/relnotes/
D20.1.0.rst3065 - glthread: track VAOs created by CreateVertexArrays
3128 - mesa: optimize initialization of new VAOs
3228 - i965: Use the VAOs binding information in array setup.
D20.2.0.rst3180 - mesa,st/mesa: add a fast path for non-static VAOs
3189 - glthread: initialize VAOs properly