Searched refs:vaoGL (Results 1 – 3 of 3) sorted by relevance
/external/deqp/external/openglcts/modules/glesext/tessellation_shader/ |
D | esextcTessellationShaderWinding.cpp | 195 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()
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/external/angle/src/libANGLE/renderer/gl/ |
D | ContextGL.cpp | 231 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 [all …]
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D | StateManagerGL.cpp | 2020 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()
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