Searched refs:currentVertexArrayObject (Results 1 – 2 of 2) sorted by relevance
778 SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && ptr, GL_INVALID_OPERATION); in s_glVertexAttribPointer()4155 … SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && pointer, GL_INVALID_OPERATION); in s_glVertexAttribIPointer()5970 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribFormat()5981 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribIFormat()5991 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexBindingDivisor()6001 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribBinding()6017 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glBindVertexBuffer()6032 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawArraysIndirect()6061 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawElementsIndirect()
258 GLuint currentVertexArrayObject() const { return m_currVaoState.vaoId(); } in currentVertexArrayObject() function