Searched refs:framebufferStatus (Results 1 – 7 of 7) sorted by relevance
228 GLenum framebufferStatus; in applyFBO() local295 framebufferStatus = gl.checkFramebufferStatus(fbo.target); in applyFBO()307 if (GL_FRAMEBUFFER_COMPLETE != framebufferStatus) in applyFBO()310 … << statusNames.at(framebufferStatus).c_str() << "." << tcu::TestLog::EndMessage; in applyFBO()
693 glw::GLenum framebufferStatus = gl.checkFramebufferStatus(framebuffer); in checkFramebufferStatus() local695 if (GL_FRAMEBUFFER_COMPLETE != framebufferStatus) in checkFramebufferStatus()697 switch (framebufferStatus) in checkFramebufferStatus()
1035 const FramebufferStatus &framebufferStatus = framebuffer->checkStatus(context); in ValidateFramebufferComplete() local1036 if (!framebufferStatus.isComplete()) in ValidateFramebufferComplete()1038 ASSERT(framebufferStatus.reason != nullptr); in ValidateFramebufferComplete()1039 ANGLE_VALIDATION_ERROR(ErrorCode, framebufferStatus.reason); in ValidateFramebufferComplete()
4749 const FramebufferStatus &framebufferStatus = framebuffer->checkStatus(context); in ValidateStartTilingQCOM() local4750 if (!framebufferStatus.isComplete()) in ValidateStartTilingQCOM()4752 ANGLE_VALIDATION_ERROR(GL_INVALID_OPERATION, framebufferStatus.reason); in ValidateStartTilingQCOM()
4251 const FramebufferStatus &framebufferStatus = framebuffer->checkStatus(context); in ValidateDrawStates() local4252 if (!framebufferStatus.isComplete()) in ValidateDrawStates()4255 ASSERT(framebufferStatus.reason); in ValidateDrawStates()4256 return framebufferStatus.reason; in ValidateDrawStates()
593 glw::GLenum framebufferStatus = gl.checkFramebufferStatus(framebuffer); in checkFramebufferStatus() local595 if (GL_FRAMEBUFFER_COMPLETE != framebufferStatus) in checkFramebufferStatus()597 switch (framebufferStatus) in checkFramebufferStatus()
195 GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); in TestFloatTextureFormat() local196 if (framebufferStatus == GL_FRAMEBUFFER_UNSUPPORTED) in TestFloatTextureFormat()202 ASSERT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, framebufferStatus); in TestFloatTextureFormat()