Searched refs:mShaderID (Results 1 – 2 of 2) sorted by relevance
55 if (state->mShaderID) { in ~RsdShader()56 glDeleteShader(state->mShaderID); in ~RsdShader()110 return mCurrentState->mShaderID; in getStateBasedShaderID()118 return mCurrentState->mShaderID; in getStateBasedShaderID()235 mCurrentState->mShaderID = glCreateShader(mType); in loadShader()236 rsAssert(mCurrentState->mShaderID); in loadShader()243 ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID); in loadShader()247 if (mCurrentState->mShaderID) { in loadShader()249 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr); in loadShader()250 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader()[all …]
53 return mStateBasedShaders.at(index)->mShaderID; in getStateBasedID()74 explicit StateBasedKey(uint32_t texCount) : mShaderID(0) { in StateBasedKey()80 uint32_t mShaderID; variable