Searched refs:currentVertexArrayObject (Results 1 – 2 of 2) sorted by relevance
767 SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && ptr, GL_INVALID_OPERATION); in s_glVertexAttribPointer()4184 … SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && pointer, GL_INVALID_OPERATION); in s_glVertexAttribIPointer()5999 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribFormat()6010 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribIFormat()6020 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexBindingDivisor()6030 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribBinding()6046 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glBindVertexBuffer()6061 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawArraysIndirect()6090 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawElementsIndirect()
256 GLuint currentVertexArrayObject() const { return m_currVaoState.vaoId(); } in currentVertexArrayObject() function