Searched refs:mLinkingState (Results 1 – 2 of 2) sorted by relevance
1370 ASSERT(!mLinkingState); in id()1376 ASSERT(!mLinkingState); in setLabel()1382 ASSERT(!mLinkingState); in getLabel()1408 ASSERT(!mLinkingState); in getAttachedShadersCount()1423 ASSERT(!mLinkingState); in getAttachedShader()1429 ASSERT(!mLinkingState); in bindAttributeLocation()1435 ASSERT(!mLinkingState); in bindUniformLocation()1455 if (mLinkingState && mLinkingState->linkedExecutable) in link()1457 mState.mExecutable = mLinkingState->linkedExecutable; in link()1468 ASSERT(!mLinkingState); in linkImpl()[all …]
473 ASSERT(!mLinkingState); in getImplementation()498 bool hasLinkingState() const { return mLinkingState != nullptr; } in hasLinkingState()502 ASSERT(!mLinkingState); in isLinked()541 ASSERT(!mLinkingState); in getActiveOutputVariables()563 ASSERT(!mLinkingState); in getUniformLocations()569 ASSERT(!mLinkingState); in getUniformByIndex()647 ASSERT(!mLinkingState); in getActiveUniformBlockCount()653 ASSERT(!mLinkingState); in getActiveAtomicCounterBufferCount()659 ASSERT(!mLinkingState); in getActiveShaderStorageBlockCount()701 ASSERT(!mLinkingState); in addRef()[all …]