Searched refs:compileStatus (Results 1 – 9 of 9) sorted by relevance
/hardware/google/gfxstream/host/tests/ |
D | GLSnapshotTestStateUtils.cpp | 55 GLint compileStatus; in loadAndCompileShader() local 56 gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); in loadAndCompileShader() 57 EXPECT_EQ(GL_TRUE, compileStatus); in loadAndCompileShader() 59 if (compileStatus != GL_TRUE) { in loadAndCompileShader()
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D | ShaderUtils.cpp | 51 GLint compileStatus; in compileShader() local 52 gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); in compileShader() 54 if (compileStatus != GL_TRUE) { in compileShader()
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D | GLSnapshotShaders_unittest.cpp | 48 GLboolean compileStatus; member 79 m_shader_state.compileStatus)); in changedStateCheck() 157 m_shader_state.compileStatus = expectCompileStatus; in compile()
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/hardware/google/gfxstream/host/gl/glsnapshot/ |
D | GLSnapshot.cpp | 93 if (shaderState.compileStatus) { in restore() 110 mShaderState[shaderName].compileStatus = false; in createShader()
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D | GLSnapshot.h | 32 bool compileStatus; member
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/hardware/google/gfxstream/common/end2end/ |
D | GfxstreamEnd2EndTests.cpp | 372 GLint compileStatus; in MakeShader() local 373 dispatch.glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); in MakeShader() 375 if (compileStatus != GL_TRUE) { in MakeShader()
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/hardware/google/gfxstream/host/gl/glestranslator/GLES_V2/ |
D | ANGLEShaderParser.cpp | 432 bool ret = res->compileStatus == 1; in translate()
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D | GLESv2Imp.cpp | 901 GLint compileStatus; in glCompileShader() local 915 ctx->dispatcher().glGetShaderiv(globalShaderName,GL_COMPILE_STATUS,&compileStatus); in glCompileShader() 916 sp->setCompileStatus(compileStatus == GL_FALSE ? false : true); in glCompileShader() 920 ctx->dispatcher().glGetShaderiv(globalShaderName,GL_COMPILE_STATUS,&compileStatus); in glCompileShader() 921 if (compileStatus != GL_FALSE) { in glCompileShader() 4451 GLint compileStatus; in compileShader() local 4452 gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); in compileShader() 4454 if (compileStatus != GL_TRUE) { in compileShader()
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/hardware/google/gfxstream/host/gl/glestranslator/GLcommon/ |
D | GLEScontext.cpp | 2741 GLint compileStatus; in compileAndValidateCoreShader() local 2742 gl.glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus); in compileAndValidateCoreShader() 2744 if (compileStatus != GL_TRUE) { in compileAndValidateCoreShader()
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