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Lines Matching refs:mFunctions

232     : mFunctions(functions),  in BlitGL()
244 ASSERT(mFunctions); in BlitGL()
301 mFunctions->texImage2D(ToGLenum(target), static_cast<GLint>(level), internalFormat, in copyImageToLUMAWorkaroundTexture()
331 nativegl::GetCopyTexImageImageFormat(mFunctions, mFeatures, readFormat, readType); in copySubImageToLUMAWorkaroundTexture()
335 context, mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, in copySubImageToLUMAWorkaroundTexture()
348 mFunctions->texParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle)); in copySubImageToLUMAWorkaroundTexture()
354 context, mFunctions->texImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, in copySubImageToLUMAWorkaroundTexture()
360 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in copySubImageToLUMAWorkaroundTexture()
375 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in copySubImageToLUMAWorkaroundTexture()
376 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, 1.0, 1.0)); in copySubImageToLUMAWorkaroundTexture()
377 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->offsetLocation, 0.0, 0.0)); in copySubImageToLUMAWorkaroundTexture()
378 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in copySubImageToLUMAWorkaroundTexture()
379 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in copySubImageToLUMAWorkaroundTexture()
382 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in copySubImageToLUMAWorkaroundTexture()
390 mFunctions->copyTexSubImage3D(ToGLenum(target), static_cast<GLint>(level), in copySubImageToLUMAWorkaroundTexture()
397 ANGLE_GL_TRY(context, mFunctions->copyTexSubImage2D( in copySubImageToLUMAWorkaroundTexture()
404 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in copySubImageToLUMAWorkaroundTexture()
422 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in blitColorBufferWithShader()
425 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in blitColorBufferWithShader()
433 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in blitColorBufferWithShader()
499 mFunctions, mFeatures, sourceInternalFormat.internalFormat, sourceInternalFormat.type); in blitColorBufferWithShader()
505 context, mFunctions->copyTexImage2D(GL_TEXTURE_2D, 0, copyTexImageFormat.internalFormat, in blitColorBufferWithShader()
554 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in blitColorBufferWithShader()
555 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, texCoordScale.x(), in blitColorBufferWithShader()
557 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->offsetLocation, texCoordOffset.x(), in blitColorBufferWithShader()
559 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in blitColorBufferWithShader()
560 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in blitColorBufferWithShader()
565 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in blitColorBufferWithShader()
597 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in copySubTexture()
600 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copySubTexture()
662 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in copySubTexture()
663 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, scale.x(), scale.y())); in copySubTexture()
665 mFunctions->uniform2f(blitProgram->offsetLocation, offset.x(), offset.y())); in copySubTexture()
668 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in copySubTexture()
669 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in copySubTexture()
673 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, in copySubTexture()
675 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, in copySubTexture()
680 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in copySubTexture()
681 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in copySubTexture()
725 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in copySubTextureCPUReadback()
728 status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copySubTextureCPUReadback()
735 mFunctions, mFeatures, sourceInternalFormatInfo.internalFormat, in copySubTextureCPUReadback()
742 mFunctions->texImage2D(ToGLenum(scratchTextureType), 0, texImageFormat.internalFormat, in copySubTextureCPUReadback()
760 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in copySubTextureCPUReadback()
769 status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copySubTextureCPUReadback()
804 ANGLE_GL_TRY(context, mFunctions->readPixels(readPixelsArea.x, readPixelsArea.y, in copySubTextureCPUReadback()
824 nativegl::GetTexSubImageFormat(mFunctions, mFeatures, destFormat, destType); in copySubTextureCPUReadback()
827 ANGLE_GL_TRY(context, mFunctions->texSubImage2D( in copySubTextureCPUReadback()
832 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in copySubTextureCPUReadback()
851 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in copyTexSubImage()
854 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in copyTexSubImage()
864 mFunctions->copyTexSubImage2D(ToGLenum(destTarget), static_cast<GLint>(destLevel), in copyTexSubImage()
868 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in copyTexSubImage()
889 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, unbindTargets)); in clearRenderableTexture()
896 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in clearRenderableTexture()
901 GLenum status = ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in clearRenderableTexture()
904 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderableTexture()
908 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
918 if (mFunctions->framebufferTexture && !imageIndex.hasLayer()) in clearRenderableTexture()
922 ANGLE_GL_TRY(context, mFunctions->framebufferTexture(GL_FRAMEBUFFER, bindTarget, in clearRenderableTexture()
928 ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in clearRenderableTexture()
931 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderableTexture()
935 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
954 ANGLE_GL_TRY(context, mFunctions->framebufferTextureLayer( in clearRenderableTexture()
960 ANGLE_GL_TRY(context, mFunctions->checkFramebufferStatus(GL_FRAMEBUFFER)); in clearRenderableTexture()
963 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderableTexture()
967 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
975 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, bindTargets)); in clearRenderableTexture()
993 ANGLE_TRY(UnbindAttachments(context, mFunctions, GL_FRAMEBUFFER, unbindTargets)); in clearRenderbuffer()
998 mFunctions->framebufferRenderbuffer( in clearRenderbuffer()
1001 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearRenderbuffer()
1006 ANGLE_GL_TRY(context, mFunctions->framebufferRenderbuffer(GL_FRAMEBUFFER, bindTarget, in clearRenderbuffer()
1022 ANGLE_GL_TRY(context, mFunctions->clear(clearMask)); in clearFramebuffer()
1042 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in clearRenderableTextureAlphaToOne()
1045 ANGLE_GL_TRY(context, mFunctions->clear(GL_COLOR_BUFFER_BIT)); in clearRenderableTextureAlphaToOne()
1048 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in clearRenderableTextureAlphaToOne()
1073 ANGLE_GL_TRY(context, mFunctions->texImage2D( in generateSRGBMipmap()
1081 mFunctions->framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, in generateSRGBMipmap()
1091 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->sourceTextureLocation, 0)); in generateSRGBMipmap()
1092 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->scaleLocation, 1.0f, 1.0f)); in generateSRGBMipmap()
1093 ANGLE_GL_TRY(context, mFunctions->uniform2f(blitProgram->offsetLocation, 0.0f, 0.0f)); in generateSRGBMipmap()
1094 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->multiplyAlphaLocation, 0)); in generateSRGBMipmap()
1095 ANGLE_GL_TRY(context, mFunctions->uniform1i(blitProgram->unMultiplyAlphaLocation, 0)); in generateSRGBMipmap()
1101 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in generateSRGBMipmap()
1105 ANGLE_GL_TRY_ALWAYS_CHECK(context, mFunctions->generateMipmap(ToGLenum(sourceTarget))); in generateSRGBMipmap()
1106 ANGLE_GL_TRY(context, mFunctions->texParameteri(ToGLenum(sourceTarget), GL_TEXTURE_MIN_FILTER, in generateSRGBMipmap()
1115 ANGLE_GL_TRY(context, mFunctions->framebufferTexture2D( in generateSRGBMipmap()
1120 ANGLE_GL_TRY(context, mFunctions->texParameteri(ToGLenum(sourceTarget), in generateSRGBMipmap()
1123 ANGLE_GL_TRY(context, mFunctions->drawArrays(GL_TRIANGLES, 0, 3)); in generateSRGBMipmap()
1127 ANGLE_TRY(UnbindAttachment(context, mFunctions, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0)); in generateSRGBMipmap()
1142 ANGLE_GL_TRY(context, mFunctions->genTextures(1, &mScratchTextures[i])); in initializeResources()
1145 ANGLE_GL_TRY(context, mFunctions->genFramebuffers(1, &mScratchFBO)); in initializeResources()
1147 ANGLE_GL_TRY(context, mFunctions->genBuffers(1, &mVertexBuffer)); in initializeResources()
1156 ANGLE_GL_TRY(context, mFunctions->bufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, vertexData, in initializeResources()
1162 ANGLE_GL_TRY(context, mFunctions->genVertexArrays(1, &mVAO)); in initializeResources()
1182 if (nativegl::SupportsNativeRendering(mFunctions, gl::TextureType::_2D, internalFormat)) in initializeResources()
1190 nativegl::GetTexImageFormat(mFunctions, mFeatures, internalFormatInfo.format, in initializeResources()
1209 if (mFunctions->isAtLeastGL(gl::Version(3, 3))) in orphanScratchTextures()
1212 ANGLE_GL_TRY(context, mFunctions->texParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, in orphanScratchTextures()
1215 else if (mFunctions->isAtLeastGLES(gl::Version(3, 0))) in orphanScratchTextures()
1218 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED)); in orphanScratchTextures()
1220 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN)); in orphanScratchTextures()
1222 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE)); in orphanScratchTextures()
1224 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA)); in orphanScratchTextures()
1227 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0)); in orphanScratchTextures()
1228 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000)); in orphanScratchTextures()
1229 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, in orphanScratchTextures()
1232 mFunctions->texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in orphanScratchTextures()
1233 ANGLE_GL_TRY(context, mFunctions->texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, in orphanScratchTextures()
1247 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, param, value)); in setScratchTextureParameter()
1248 ANGLE_GL_TRY(context, mFunctions->texParameteri(GL_TEXTURE_2D, param, value)); in setScratchTextureParameter()
1268 ANGLE_GL_TRY(context, mFunctions->enableVertexAttribArray(mTexcoordAttribLocation)); in initializeVAOState()
1269 ANGLE_GL_TRY(context, mFunctions->vertexAttribPointer(mTexcoordAttribLocation, 2, GL_FLOAT, in initializeVAOState()
1301 result.program = ANGLE_GL_TRY(context, mFunctions->createProgram()); in getBlitProgram()
1326 if (mFunctions->standard == STANDARD_GL_DESKTOP) in getBlitProgram()
1332 ASSERT(mFunctions->standard == STANDARD_GL_ES); in getBlitProgram()
1362 GLuint vs = ANGLE_GL_TRY(context, mFunctions->createShader(GL_VERTEX_SHADER)); in getBlitProgram()
1363 ANGLE_GL_TRY(context, mFunctions->shaderSource(vs, 1, &vsSourceCStr, nullptr)); in getBlitProgram()
1364 ANGLE_GL_TRY(context, mFunctions->compileShader(vs)); in getBlitProgram()
1365 ANGLE_TRY(CheckCompileStatus(context, mFunctions, vs)); in getBlitProgram()
1367 ANGLE_GL_TRY(context, mFunctions->attachShader(result.program, vs)); in getBlitProgram()
1368 ANGLE_GL_TRY(context, mFunctions->deleteShader(vs)); in getBlitProgram()
1424 if (mFunctions->hasGLExtension("GL_ARB_texture_rectangle")) in getBlitProgram()
1430 ASSERT(mFunctions->isAtLeastGL(gl::Version(3, 1))); in getBlitProgram()
1534 GLuint fs = ANGLE_GL_TRY(context, mFunctions->createShader(GL_FRAGMENT_SHADER)); in getBlitProgram()
1535 ANGLE_GL_TRY(context, mFunctions->shaderSource(fs, 1, &fsSourceCStr, nullptr)); in getBlitProgram()
1536 ANGLE_GL_TRY(context, mFunctions->compileShader(fs)); in getBlitProgram()
1537 ANGLE_TRY(CheckCompileStatus(context, mFunctions, fs)); in getBlitProgram()
1539 ANGLE_GL_TRY(context, mFunctions->attachShader(result.program, fs)); in getBlitProgram()
1540 ANGLE_GL_TRY(context, mFunctions->deleteShader(fs)); in getBlitProgram()
1543 ANGLE_GL_TRY(context, mFunctions->bindAttribLocation( in getBlitProgram()
1545 ANGLE_GL_TRY(context, mFunctions->linkProgram(result.program)); in getBlitProgram()
1546 ANGLE_TRY(CheckLinkStatus(context, mFunctions, result.program)); in getBlitProgram()
1549 context, mFunctions->getUniformLocation(result.program, "u_source_texture")); in getBlitProgram()
1551 ANGLE_GL_TRY(context, mFunctions->getUniformLocation(result.program, "u_scale")); in getBlitProgram()
1553 ANGLE_GL_TRY(context, mFunctions->getUniformLocation(result.program, "u_offset")); in getBlitProgram()
1555 context, mFunctions->getUniformLocation(result.program, "u_multiply_alpha")); in getBlitProgram()
1557 context, mFunctions->getUniformLocation(result.program, "u_unmultiply_alpha")); in getBlitProgram()