/external/angle/src/libANGLE/renderer/null/ |
D | FramebufferNULL.cpp | 122 ANGLE_CHECK_GL_MATH(contextNull, glFormat.computeRowPitch(type, origArea.width, pack.alignment, in readPixels() 126 ANGLE_CHECK_GL_MATH(contextNull, in readPixels()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Image11.cpp | 281 ANGLE_CHECK_GL_MATH(context11, formatInfo.computeRowPitch(type, area.width, unpack.alignment, in loadData() 284 ANGLE_CHECK_GL_MATH(context11, formatInfo.computeDepthPitch(area.height, unpack.imageHeight, in loadData() 287 ANGLE_CHECK_GL_MATH(context11, in loadData() 321 ANGLE_CHECK_GL_MATH( in loadCompressedData() 324 ANGLE_CHECK_GL_MATH( in loadCompressedData()
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D | TextureStorage11.cpp | 790 ANGLE_CHECK_GL_MATH(context11, in setData() 794 ANGLE_CHECK_GL_MATH(context11, internalFormatInfo.computeDepthPitch( in setData() 797 ANGLE_CHECK_GL_MATH( in setData()
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/external/angle/src/libANGLE/renderer/gl/ |
D | FramebufferGL.cpp | 314 ANGLE_CHECK_GL_MATH(contextGL, checkedAllocatedBytes.IsValid()); in Initialize() 361 ANGLE_CHECK_GL_MATH( in RearrangeEXTTextureNorm16Pixels() 365 ANGLE_CHECK_GL_MATH(contextGL, in RearrangeEXTTextureNorm16Pixels() 712 ANGLE_CHECK_GL_MATH(contextGL, in readPixels() 1522 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, pack.alignment, in readPixelsRowByRow() 1525 ANGLE_CHECK_GL_MATH(contextGL, in readPixelsRowByRow() 1577 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, pack.alignment, in readPixelsAllAtOnce() 1580 ANGLE_CHECK_GL_MATH(contextGL, in readPixelsAllAtOnce()
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D | TextureGL.cpp | 430 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment, in setSubImageRowByRowWorkaround() 433 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight, in setSubImageRowByRowWorkaround() 438 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, in setSubImageRowByRowWorkaround() 504 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, area.width, unpack.alignment, in setSubImagePaddingWorkaround() 507 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeDepthPitch(area.height, unpack.imageHeight, in setSubImagePaddingWorkaround() 511 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeSkipBytes(type, rowBytes, imageBytes, unpack, in setSubImagePaddingWorkaround() 1129 ANGLE_CHECK_GL_MATH( in setStorage() 1165 ANGLE_CHECK_GL_MATH(contextGL, in setStorage() 1229 ANGLE_CHECK_GL_MATH(contextGL, internalFormatInfo.computeCompressedImageSize( in setStorage() 2152 ANGLE_CHECK_GL_MATH(contextGL, in initializeContents() [all …]
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D | renderergl_utils.cpp | 3010 ANGLE_CHECK_GL_MATH(contextGL, in ShouldApplyLastRowPaddingWorkaround() 3013 ANGLE_CHECK_GL_MATH(contextGL, glFormat.computeRowPitch(type, size.width, state.alignment, in ShouldApplyLastRowPaddingWorkaround() 3022 ANGLE_CHECK_GL_MATH(contextGL, checkedPixelBytes.IsValid()); in ShouldApplyLastRowPaddingWorkaround() 3028 ANGLE_CHECK_GL_MATH(contextGL, checkedEndByte.IsValid()); in ShouldApplyLastRowPaddingWorkaround()
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/external/angle/src/libANGLE/renderer/d3d/ |
D | FramebufferD3D.cpp | 223 ANGLE_CHECK_GL_MATH(contextD3D, in readPixels() 228 ANGLE_CHECK_GL_MATH(contextD3D, sizedFormatInfo.computeSkipBytes(type, outputPitch, 0, pack, in readPixels()
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D | VertexDataManager.cpp | 157 ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), offset.IsValid()); in computeOffset() 403 ANGLE_CHECK_GL_MATH(GetImplAs<ContextD3D>(context), checkedOffset.IsValid()); in StoreStaticAttrib()
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D | TextureD3D.cpp | 871 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeRowPitch(formatInfo.type, image->getWidth(), in initializeContents() 3271 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( in setImage() 3301 ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( in setSubImage() 3338 ANGLE_CHECK_GL_MATH( in setCompressedImage() 3367 ANGLE_CHECK_GL_MATH( in setCompressedSubImage()
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Image9.cpp | 492 ANGLE_CHECK_GL_MATH(context9, formatInfo.computeRowPitch(type, area.width, unpack.alignment, in loadData() 526 ANGLE_CHECK_GL_MATH( in loadCompressedData() 530 ANGLE_CHECK_GL_MATH( in loadCompressedData()
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/external/angle/src/common/ |
D | angleutils.h | 490 #define ANGLE_CHECK_GL_MATH(context, result) \ macro
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/external/angle/src/libANGLE/renderer/metal/ |
D | VertexArrayMtl.mm | 1114 ANGLE_CHECK_GL_MATH(contextMtl, binding.getOffset() <= std::numeric_limits<uint32_t>::max()); 1115 ANGLE_CHECK_GL_MATH(contextMtl, newBufferOffset <= std::numeric_limits<uint32_t>::max()); 1116 ANGLE_CHECK_GL_MATH(contextMtl, numVertices <= std::numeric_limits<uint32_t>::max());
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D | TextureMtl.mm | 1789 ANGLE_CHECK_GL_MATH(contextMtl, formatInfo.computeRowPitch(type, area.width, unpack.alignment, 1791 ANGLE_CHECK_GL_MATH( 1794 ANGLE_CHECK_GL_MATH(contextMtl, 1883 ANGLE_CHECK_GL_MATH(contextMtl, internalFormat.computeRowPitch(
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D | FrameBufferMtl.mm | 239 ANGLE_CHECK_GL_MATH(contextMtl, 243 ANGLE_CHECK_GL_MATH(contextMtl, sizedFormatInfo.computeSkipBytes(type, outputPitch, 0, pack,
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/external/angle/src/libANGLE/renderer/ |
D | renderer_utils.cpp | 1015 ANGLE_CHECK_GL_MATH(contextImpl, startVertexInt64 >= 0); in ComputeStartVertex() 1022 ANGLE_CHECK_GL_MATH(contextImpl, startVertexInt64 <= std::numeric_limits<GLint>::max()); in ComputeStartVertex()
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