Lines Matching refs:glDrawArrays
646 glDrawArrays(GL_TRIANGLES, 0, 3); in noopOp()
797 glDrawArrays(GL_TRIANGLES, 0, 6); in vertexAttribArrayBitBufferWriteThenVertexRead()
817 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in vertexAttribArrayBitBufferWriteThenVertexRead()
852 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in vertexAttribArrayBitVertexReadThenBufferWrite()
879 glDrawArrays(GL_TRIANGLES, 0, 6); in vertexAttribArrayBitVertexReadThenBufferWrite()
955 glDrawArrays(GL_TRIANGLES, 0, 6); in elementArrayBitBufferWriteThenIndexRead()
1028 glDrawArrays(GL_TRIANGLES, 0, 6); in elementArrayBitIndexReadThenBufferWrite()
1104 glDrawArrays(GL_TRIANGLES, 0, 6); in uniformBitBufferWriteThenUBORead()
1124 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in uniformBitBufferWriteThenUBORead()
1152 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in uniformBitUBOReadThenBufferWrite()
1176 glDrawArrays(GL_TRIANGLES, 0, 6); in uniformBitUBOReadThenBufferWrite()
1251 glDrawArrays(GL_TRIANGLES, 0, 6); in commandBitBufferWriteThenIndirectRead()
1331 glDrawArrays(GL_TRIANGLES, 0, 6); in commandBitIndirectReadThenBufferWrite()
1371 glDrawArrays(GL_TRIANGLES, 0, 6); in pixelBufferBitBufferWriteThenPack()
1431 glDrawArrays(GL_TRIANGLES, 0, 6); in pixelBufferBitBufferWriteThenUnpack()
1503 glDrawArrays(GL_TRIANGLES, 0, 6); in pixelBufferBitPackThenBufferWrite()
1559 glDrawArrays(GL_TRIANGLES, 0, 6); in pixelBufferBitUnpackThenBufferWrite()
1605 glDrawArrays(GL_TRIANGLES, 0, 6); in bufferUpdateBitBufferWriteThenCopy()
1680 glDrawArrays(GL_TRIANGLES, 0, 6); in bufferUpdateBitCopyThenBufferWrite()
1761 glDrawArrays(GL_TRIANGLES, 0, 6); in transformFeedbackBitBufferWriteThenCapture()
1782 glDrawArrays(GL_TRIANGLES, 0, 6); in transformFeedbackBitBufferWriteThenCapture()
1817 glDrawArrays(GL_TRIANGLES, 0, 6); in transformFeedbackBitCaptureThenBufferWrite()
1842 glDrawArrays(GL_TRIANGLES, 0, 6); in transformFeedbackBitCaptureThenBufferWrite()
1928 glDrawArrays(GL_TRIANGLES, 0, 6); in atomicCounterBitBufferWriteThenAtomic()
1948 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in atomicCounterBitBufferWriteThenAtomic()
1977 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in atomicCounterBitAtomicThenBufferWrite()
2001 glDrawArrays(GL_TRIANGLES, 0, 6); in atomicCounterBitAtomicThenBufferWrite()
2075 glDrawArrays(GL_TRIANGLES, 0, 6); in shaderStorageBitBufferWriteThenBufferRead()
2095 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in shaderStorageBitBufferWriteThenBufferRead()
2124 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in shaderStorageBitBufferReadThenBufferWrite()
2148 glDrawArrays(GL_TRIANGLES, 0, 6); in shaderStorageBitBufferReadThenBufferWrite()
2238 glDrawArrays(GL_TRIANGLES, 0, 6); in textureFetchBitImageWriteThenSamplerRead()
2258 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in textureFetchBitImageWriteThenSamplerRead()
2286 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in textureFetchBitSamplerReadThenImageWrite()
2310 glDrawArrays(GL_TRIANGLES, 0, 6); in textureFetchBitSamplerReadThenImageWrite()
2408 glDrawArrays(GL_TRIANGLES, 0, 6); in shaderImageAccessBitImageWriteThenImageRead()
2428 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in shaderImageAccessBitImageWriteThenImageRead()
2455 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); in shaderImageAccessBitImageReadThenImageWrite()
2479 glDrawArrays(GL_TRIANGLES, 0, 6); in shaderImageAccessBitImageReadThenImageWrite()
2518 glDrawArrays(GL_TRIANGLES, 0, 6); in textureUpdateBitImageWriteThenCopy()
2582 glDrawArrays(GL_TRIANGLES, 0, 6); in textureUpdateBitCopyThenImageWrite()
2621 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitImageWriteThenDraw()
2654 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitImageWriteThenDraw()
2697 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitImageWriteThenReadPixels()
2772 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitImageWriteThenCopy()
2840 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitImageWriteThenBlit()
2904 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitDrawThenImageWrite()
2927 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitDrawThenImageWrite()
2994 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitReadPixelsThenImageWrite()
3066 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitCopyThenImageWrite()
3133 glDrawArrays(GL_TRIANGLES, 0, 6); in framebufferBitBlitThenImageWrite()