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Searched refs:vaoGL (Results 1 – 3 of 3) sorted by relevance

/external/deqp/external/openglcts/modules/glesext/tessellation_shader/
DesextcTessellationShaderWinding.cpp195 deUint32 vaoGL; in iterate() local
196 gl.genVertexArrays(1, &vaoGL); in iterate()
197 gl.bindVertexArray(vaoGL); in iterate()
288 gl.deleteVertexArrays(1, &vaoGL); in iterate()
/external/angle/src/libANGLE/renderer/gl/
DContextGL.cpp231 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawArraysState() local
233 ANGLE_TRY(vaoGL->syncClientSideData(context, executable->getActiveAttribLocationsMask(), in setDrawArraysState()
237 vaoGL->validateState(context); in setDrawArraysState()
246 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawArraysState() local
247 vaoGL->recoverForcedStreamingAttributesForDrawArraysInstanced(context); in setDrawArraysState()
277 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawElementsState() local
278 vaoGL->recoverForcedStreamingAttributesForDrawArraysInstanced(context); in setDrawElementsState()
283 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawElementsState() local
284 ANGLE_TRY(vaoGL->syncDrawElementsState(context, executable->getActiveAttribLocationsMask(), in setDrawElementsState()
302 const VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(vao); in setDrawElementsState() local
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DStateManagerGL.cpp2020 VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(state.getVertexArray()); in syncState() local
2021 bindVertexArray(vaoGL->getVertexArrayID(), vaoGL->getNativeState()); in syncState()
2049 vaoGL->syncState(context, dirtyBits, &dirtyAttribBits, &dirtBindingBits)); in syncState()