Searched refs:currentShader (Results 1 – 3 of 3) sorted by relevance
130 @Nullable private GlShader currentShader; field in GlGenericDrawer219 shader = currentShader; in prepareShader()223 if (currentShader != null) { in prepareShader()224 currentShader.release(); in prepareShader()227 currentShader = shader; in prepareShader()275 if (currentShader != null) { in release()276 currentShader.release(); in release()277 currentShader = null; in release()
848 Shader *currentShader = mState.getAttachedShader(shaderType); in validateGraphicsUniforms() local849 if (currentShader) in validateGraphicsUniforms()853 for (const sh::ShaderVariable &vertexUniform : currentShader->getUniforms()) in validateGraphicsUniforms()862 if (!ValidateGraphicsUniformsPerShader(currentShader, !isLastShader, in validateGraphicsUniforms()
3497 Shader *currentShader = mState.mAttachedShaders[shaderType]; in linkVaryings() local3498 if (!currentShader) in linkVaryings()3510 outputVaryings, currentShader->getInputVaryings(), previousShaderType, in linkVaryings()3511 currentShader->getType(), previousShader->getShaderVersion(), in linkVaryings()3512 currentShader->getShaderVersion(), isSeparable(), infoLog)) in linkVaryings()3517 previousShaderType = currentShader->getType(); in linkVaryings()