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Lines Matching refs:context

44         gl::Context *context = gl::getContext();  in glActiveTexture()  local
46 if (context) in glActiveTexture()
48 context->setActiveSampler(texture - GL_TEXTURE0); in glActiveTexture()
63 gl::Context *context = gl::getContext(); in glAttachShader() local
65 if (context) in glAttachShader()
67 gl::Program *programObject = context->getProgram(program); in glAttachShader()
68 gl::Shader *shaderObject = context->getShader(shader); in glAttachShader()
72 if (context->getShader(program)) in glAttachShader()
84 if (context->getProgram(shader)) in glAttachShader()
117 gl::Context *context = gl::getContext(); in glBindAttribLocation() local
119 if (context) in glBindAttribLocation()
121 gl::Program *programObject = context->getProgram(program); in glBindAttribLocation()
125 if (context->getShader(program)) in glBindAttribLocation()
155 gl::Context *context = gl::getContext(); in glBindBuffer() local
157 if (context) in glBindBuffer()
162 context->bindArrayBuffer(buffer); in glBindBuffer()
165 context->bindElementArrayBuffer(buffer); in glBindBuffer()
189 gl::Context *context = gl::getContext(); in glBindFramebuffer() local
191 if (context) in glBindFramebuffer()
195 context->bindReadFramebuffer(framebuffer); in glBindFramebuffer()
200 context->bindDrawFramebuffer(framebuffer); in glBindFramebuffer()
221 gl::Context *context = gl::getContext(); in glBindRenderbuffer() local
223 if (context) in glBindRenderbuffer()
225 context->bindRenderbuffer(renderbuffer); in glBindRenderbuffer()
240 gl::Context *context = gl::getContext(); in glBindTexture() local
242 if (context) in glBindTexture()
244 gl::Texture *textureObject = context->getTexture(texture); in glBindTexture()
254 context->bindTexture2D(texture); in glBindTexture()
257 context->bindTextureCubeMap(texture); in glBindTexture()
277 gl::Context* context = gl::getContext(); in glBlendColor() local
279 if (context) in glBlendColor()
281context->setBlendColor(gl::clamp01(red), gl::clamp01(green), gl::clamp01(blue), gl::clamp01(alpha)… in glBlendColor()
321 gl::Context *context = gl::getContext(); in glBlendEquationSeparate() local
323 if (context) in glBlendEquationSeparate()
325 context->setBlendEquation(modeRGB, modeAlpha); in glBlendEquationSeparate()
444 gl::Context *context = gl::getContext(); in glBlendFuncSeparate() local
446 if (context) in glBlendFuncSeparate()
448 context->setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha); in glBlendFuncSeparate()
479 gl::Context *context = gl::getContext(); in glBufferData() local
481 if (context) in glBufferData()
488 buffer = context->getArrayBuffer(); in glBufferData()
491 buffer = context->getElementArrayBuffer(); in glBufferData()
528 gl::Context *context = gl::getContext(); in glBufferSubData() local
530 if (context) in glBufferSubData()
537 buffer = context->getArrayBuffer(); in glBufferSubData()
540 buffer = context->getElementArrayBuffer(); in glBufferSubData()
576 gl::Context *context = gl::getContext(); in glCheckFramebufferStatus() local
578 if (context) in glCheckFramebufferStatus()
583 framebuffer = context->getReadFramebuffer(); in glCheckFramebufferStatus()
587 framebuffer = context->getDrawFramebuffer(); in glCheckFramebufferStatus()
607 gl::Context *context = gl::getContext(); in glClear() local
609 if (context) in glClear()
611 context->clear(mask); in glClear()
627 gl::Context *context = gl::getContext(); in glClearColor() local
629 if (context) in glClearColor()
631 context->setClearColor(red, green, blue, alpha); in glClearColor()
646 gl::Context *context = gl::getContext(); in glClearDepthf() local
648 if (context) in glClearDepthf()
650 context->setClearDepth(depth); in glClearDepthf()
665 gl::Context *context = gl::getContext(); in glClearStencil() local
667 if (context) in glClearStencil()
669 context->setClearStencil(s); in glClearStencil()
685 gl::Context *context = gl::getContext(); in glColorMask() local
687 if (context) in glColorMask()
689context->setColorMask(red == GL_TRUE, green == GL_TRUE, blue == GL_TRUE, alpha == GL_TRUE); in glColorMask()
704 gl::Context *context = gl::getContext(); in glCompileShader() local
706 if (context) in glCompileShader()
708 gl::Shader *shaderObject = context->getShader(shader); in glCompileShader()
712 if (context->getProgram(shader)) in glCompileShader()
764 gl::Context *context = gl::getContext(); in glCompressedTexImage2D() local
766 if (context) in glCompressedTexImage2D()
768 if (level > context->getMaximumTextureLevel()) in glCompressedTexImage2D()
776 if (width > (context->getMaximumTextureDimension() >> level) || in glCompressedTexImage2D()
777 height > (context->getMaximumTextureDimension() >> level)) in glCompressedTexImage2D()
793 if (width > (context->getMaximumCubeTextureDimension() >> level) || in glCompressedTexImage2D()
794 height > (context->getMaximumCubeTextureDimension() >> level)) in glCompressedTexImage2D()
803 if (!context->supportsCompressedTextures()) in glCompressedTexImage2D()
815 gl::Texture2D *texture = context->getTexture2D(); in glCompressedTexImage2D()
826 gl::TextureCubeMap *texture = context->getTextureCubeMap(); in glCompressedTexImage2D()
895 gl::Context *context = gl::getContext(); in glCompressedTexSubImage2D() local
897 if (context) in glCompressedTexSubImage2D()
899 if (level > context->getMaximumTextureLevel()) in glCompressedTexSubImage2D()
904 if (!context->supportsCompressedTextures()) in glCompressedTexSubImage2D()
922 gl::Texture2D *texture = context->getTexture2D(); in glCompressedTexSubImage2D()
944 gl::TextureCubeMap *texture = context->getTextureCubeMap(); in glCompressedTexSubImage2D()
999 gl::Context *context = gl::getContext(); in glCopyTexImage2D() local
1001 if (context) in glCopyTexImage2D()
1006 if (width > (context->getMaximumTextureDimension() >> level) || in glCopyTexImage2D()
1007 height > (context->getMaximumTextureDimension() >> level)) in glCopyTexImage2D()
1023 if (width > (context->getMaximumCubeTextureDimension() >> level) || in glCopyTexImage2D()
1024 height > (context->getMaximumCubeTextureDimension() >> level)) in glCopyTexImage2D()
1033 gl::Framebuffer *framebuffer = context->getReadFramebuffer(); in glCopyTexImage2D()
1040 … if (context->getReadFramebufferHandle() != 0 && framebuffer->getColorbuffer()->getSamples() != 0) in glCopyTexImage2D()
1086 if (context->supportsCompressedTextures()) in glCopyTexImage2D()
1101 gl::Texture2D *texture = context->getTexture2D(); in glCopyTexImage2D()
1112 gl::TextureCubeMap *texture = context->getTextureCubeMap(); in glCopyTexImage2D()
1158 gl::Context *context = gl::getContext(); in glCopyTexSubImage2D() local
1160 if (context) in glCopyTexSubImage2D()
1162 if (level > context->getMaximumTextureLevel()) in glCopyTexSubImage2D()
1167 gl::Framebuffer *framebuffer = context->getReadFramebuffer(); in glCopyTexSubImage2D()
1174 … if (context->getReadFramebufferHandle() != 0 && framebuffer->getColorbuffer()->getSamples() != 0) in glCopyTexSubImage2D()
1185 texture = context->getTexture2D(); in glCopyTexSubImage2D()
1189 texture = context->getTextureCubeMap(); in glCopyTexSubImage2D()
1259 gl::Context *context = gl::getContext(); in glCreateProgram() local
1261 if (context) in glCreateProgram()
1263 return context->createProgram(); in glCreateProgram()
1280 gl::Context *context = gl::getContext(); in glCreateShader() local
1282 if (context) in glCreateShader()
1288 return context->createShader(type); in glCreateShader()
1314 gl::Context *context = gl::getContext(); in glCullFace() local
1316 if (context) in glCullFace()
1318 context->setCullMode(mode); in glCullFace()
1343 gl::Context *context = gl::getContext(); in glDeleteBuffers() local
1345 if (context) in glDeleteBuffers()
1349 context->deleteBuffer(buffers[i]); in glDeleteBuffers()
1370 gl::Context *context = gl::getContext(); in glDeleteFencesNV() local
1372 if (context) in glDeleteFencesNV()
1376 context->deleteFence(fences[i]); in glDeleteFencesNV()
1397 gl::Context *context = gl::getContext(); in glDeleteFramebuffers() local
1399 if (context) in glDeleteFramebuffers()
1405 context->deleteFramebuffer(framebuffers[i]); in glDeleteFramebuffers()
1427 gl::Context *context = gl::getContext(); in glDeleteProgram() local
1429 if (context) in glDeleteProgram()
1431 if (!context->getProgram(program)) in glDeleteProgram()
1433 if(context->getShader(program)) in glDeleteProgram()
1443 context->deleteProgram(program); in glDeleteProgram()
1463 gl::Context *context = gl::getContext(); in glDeleteRenderbuffers() local
1465 if (context) in glDeleteRenderbuffers()
1469 context->deleteRenderbuffer(renderbuffers[i]); in glDeleteRenderbuffers()
1490 gl::Context *context = gl::getContext(); in glDeleteShader() local
1492 if (context) in glDeleteShader()
1494 if (!context->getShader(shader)) in glDeleteShader()
1496 if(context->getProgram(shader)) in glDeleteShader()
1506 context->deleteShader(shader); in glDeleteShader()
1526 gl::Context *context = gl::getContext(); in glDeleteTextures() local
1528 if (context) in glDeleteTextures()
1534 context->deleteTexture(textures[i]); in glDeleteTextures()
1566 gl::Context *context = gl::getContext(); in glDepthFunc() local
1568 if (context) in glDepthFunc()
1570 context->setDepthFunc(func); in glDepthFunc()
1585 gl::Context *context = gl::getContext(); in glDepthMask() local
1587 if (context) in glDepthMask()
1589 context->setDepthMask(flag != GL_FALSE); in glDepthMask()
1604 gl::Context *context = gl::getContext(); in glDepthRangef() local
1606 if (context) in glDepthRangef()
1608 context->setDepthRange(zNear, zFar); in glDepthRangef()
1623 gl::Context *context = gl::getContext(); in glDetachShader() local
1625 if (context) in glDetachShader()
1628 gl::Program *programObject = context->getProgram(program); in glDetachShader()
1629 gl::Shader *shaderObject = context->getShader(shader); in glDetachShader()
1634 shaderByProgramHandle = context->getShader(program); in glDetachShader()
1647 gl::Program *programByShaderHandle = context->getProgram(shader); in glDetachShader()
1676 gl::Context *context = gl::getContext(); in glDisable() local
1678 if (context) in glDisable()
1682 case GL_CULL_FACE: context->setCullFace(false); break; in glDisable()
1683 case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break; in glDisable()
1684 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break; in glDisable()
1685 case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break; in glDisable()
1686 case GL_SCISSOR_TEST: context->setScissorTest(false); break; in glDisable()
1687 case GL_STENCIL_TEST: context->setStencilTest(false); break; in glDisable()
1688 case GL_DEPTH_TEST: context->setDepthTest(false); break; in glDisable()
1689 case GL_BLEND: context->setBlend(false); break; in glDisable()
1690 case GL_DITHER: context->setDither(false); break; in glDisable()
1713 gl::Context *context = gl::getContext(); in glDisableVertexAttribArray() local
1715 if (context) in glDisableVertexAttribArray()
1717 context->setEnableVertexAttribArray(index, false); in glDisableVertexAttribArray()
1737 gl::Context *context = gl::getContext(); in glDrawArrays() local
1739 if (context) in glDrawArrays()
1741 context->drawArrays(mode, first, count); in glDrawArrays()
1762 gl::Context *context = gl::getContext(); in glDrawElements() local
1764 if (context) in glDrawElements()
1772 if (!context->supports32bitIndices()) in glDrawElements()
1781 context->drawElements(mode, count, type, indices); in glDrawElements()
1796 gl::Context *context = gl::getContext(); in glEnable() local
1798 if (context) in glEnable()
1802 case GL_CULL_FACE: context->setCullFace(true); break; in glEnable()
1803 case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break; in glEnable()
1804 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break; in glEnable()
1805 case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break; in glEnable()
1806 case GL_SCISSOR_TEST: context->setScissorTest(true); break; in glEnable()
1807 case GL_STENCIL_TEST: context->setStencilTest(true); break; in glEnable()
1808 case GL_DEPTH_TEST: context->setDepthTest(true); break; in glEnable()
1809 case GL_BLEND: context->setBlend(true); break; in glEnable()
1810 case GL_DITHER: context->setDither(true); break; in glEnable()
1833 gl::Context *context = gl::getContext(); in glEnableVertexAttribArray() local
1835 if (context) in glEnableVertexAttribArray()
1837 context->setEnableVertexAttribArray(index, true); in glEnableVertexAttribArray()
1852 gl::Context *context = gl::getContext(); in glFinishFenceNV() local
1854 if (context) in glFinishFenceNV()
1856 gl::Fence* fenceObject = context->getFence(fence); in glFinishFenceNV()
1878 gl::Context *context = gl::getContext(); in glFinish() local
1880 if (context) in glFinish()
1882 context->finish(); in glFinish()
1897 gl::Context *context = gl::getContext(); in glFlush() local
1899 if (context) in glFlush()
1901 context->flush(); in glFlush()
1923 gl::Context *context = gl::getContext(); in glFramebufferRenderbuffer() local
1925 if (context) in glFramebufferRenderbuffer()
1931 framebuffer = context->getReadFramebuffer(); in glFramebufferRenderbuffer()
1932 framebufferHandle = context->getReadFramebufferHandle(); in glFramebufferRenderbuffer()
1936 framebuffer = context->getDrawFramebuffer(); in glFramebufferRenderbuffer()
1937 framebufferHandle = context->getDrawFramebufferHandle(); in glFramebufferRenderbuffer()
1989 gl::Context *context = gl::getContext(); in glFramebufferTexture2D() local
1991 if (context) in glFramebufferTexture2D()
1999 gl::Texture *tex = context->getTexture(texture); in glFramebufferTexture2D()
2046 framebuffer = context->getReadFramebuffer(); in glFramebufferTexture2D()
2047 framebufferHandle = context->getReadFramebufferHandle(); in glFramebufferTexture2D()
2051 framebuffer = context->getDrawFramebuffer(); in glFramebufferTexture2D()
2052 framebufferHandle = context->getDrawFramebufferHandle(); in glFramebufferTexture2D()
2085 gl::Context *context = gl::getContext(); in glFrontFace() local
2087 if (context) in glFrontFace()
2089 context->setFrontFace(mode); in glFrontFace()
2114 gl::Context *context = gl::getContext(); in glGenBuffers() local
2116 if (context) in glGenBuffers()
2120 buffers[i] = context->createBuffer(); in glGenBuffers()
2136 gl::Context *context = gl::getContext(); in glGenerateMipmap() local
2138 if (context) in glGenerateMipmap()
2145 texture = context->getTexture2D(); in glGenerateMipmap()
2149 texture = context->getTextureCubeMap(); in glGenerateMipmap()
2181 gl::Context *context = gl::getContext(); in glGenFencesNV() local
2183 if (context) in glGenFencesNV()
2187 fences[i] = context->createFence(); in glGenFencesNV()
2208 gl::Context *context = gl::getContext(); in glGenFramebuffers() local
2210 if (context) in glGenFramebuffers()
2214 framebuffers[i] = context->createFramebuffer(); in glGenFramebuffers()
2235 gl::Context *context = gl::getContext(); in glGenRenderbuffers() local
2237 if (context) in glGenRenderbuffers()
2241 renderbuffers[i] = context->createRenderbuffer(); in glGenRenderbuffers()
2262 gl::Context *context = gl::getContext(); in glGenTextures() local
2264 if (context) in glGenTextures()
2268 textures[i] = context->createTexture(); in glGenTextures()
2291 gl::Context *context = gl::getContext(); in glGetActiveAttrib() local
2293 if (context) in glGetActiveAttrib()
2295 gl::Program *programObject = context->getProgram(program); in glGetActiveAttrib()
2299 if (context->getShader(program)) in glGetActiveAttrib()
2336 gl::Context *context = gl::getContext(); in glGetActiveUniform() local
2338 if (context) in glGetActiveUniform()
2340 gl::Program *programObject = context->getProgram(program); in glGetActiveUniform()
2344 if (context->getShader(program)) in glGetActiveUniform()
2380 gl::Context *context = gl::getContext(); in glGetAttachedShaders() local
2382 if (context) in glGetAttachedShaders()
2384 gl::Program *programObject = context->getProgram(program); in glGetAttachedShaders()
2388 if (context->getShader(program)) in glGetAttachedShaders()
2413 gl::Context *context = gl::getContext(); in glGetAttribLocation() local
2415 if (context) in glGetAttribLocation()
2418 gl::Program *programObject = context->getProgram(program); in glGetAttribLocation()
2422 if (context->getShader(program)) in glGetAttribLocation()
2454 gl::Context *context = gl::getContext(); in glGetBooleanv() local
2456 if (context) in glGetBooleanv()
2458 if (!(context->getBooleanv(pname, params))) in glGetBooleanv()
2462 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams)) in glGetBooleanv()
2473 context->getFloatv(pname, floatParams); in glGetBooleanv()
2490 context->getIntegerv(pname, intParams); in glGetBooleanv()
2517 gl::Context *context = gl::getContext(); in glGetBufferParameteriv() local
2519 if (context) in glGetBufferParameteriv()
2526 buffer = context->getArrayBuffer(); in glGetBufferParameteriv()
2529 buffer = context->getElementArrayBuffer(); in glGetBufferParameteriv()
2562 gl::Context *context = gl::getContext(); in glGetError() local
2564 if (context) in glGetError()
2566 return context->getError(); in glGetError()
2579 gl::Context *context = gl::getContext(); in glGetFenceivNV() local
2581 if (context) in glGetFenceivNV()
2583 gl::Fence *fenceObject = context->getFence(fence); in glGetFenceivNV()
2605 gl::Context *context = gl::getContext(); in glGetFloatv() local
2607 if (context) in glGetFloatv()
2609 if (!(context->getFloatv(pname, params))) in glGetFloatv()
2613 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams)) in glGetFloatv()
2624 context->getBooleanv(pname, boolParams); in glGetFloatv()
2641 context->getIntegerv(pname, intParams); in glGetFloatv()
2666 gl::Context *context = gl::getContext(); in glGetFramebufferAttachmentParameteriv() local
2668 if (context) in glGetFramebufferAttachmentParameteriv()
2678 if(context->getReadFramebufferHandle() == 0) in glGetFramebufferAttachmentParameteriv()
2683 framebuffer = context->getReadFramebuffer(); in glGetFramebufferAttachmentParameteriv()
2687 if (context->getDrawFramebufferHandle() == 0) in glGetFramebufferAttachmentParameteriv()
2692 framebuffer = context->getDrawFramebuffer(); in glGetFramebufferAttachmentParameteriv()
2784 gl::Context *context = gl::getContext(); in glGetIntegerv() local
2786 if (context) in glGetIntegerv()
2788 if (!(context->getIntegerv(pname, params))) in glGetIntegerv()
2792 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams)) in glGetIntegerv()
2803 context->getBooleanv(pname, boolParams); in glGetIntegerv()
2820 context->getFloatv(pname, floatParams); in glGetIntegerv()
2849 gl::Context *context = gl::getContext(); in glGetProgramiv() local
2851 if (context) in glGetProgramiv()
2853 gl::Program *programObject = context->getProgram(program); in glGetProgramiv()
2912 gl::Context *context = gl::getContext(); in glGetProgramInfoLog() local
2914 if (context) in glGetProgramInfoLog()
2916 gl::Program *programObject = context->getProgram(program); in glGetProgramInfoLog()
2938 gl::Context *context = gl::getContext(); in glGetRenderbufferParameteriv() local
2940 if (context) in glGetRenderbufferParameteriv()
2947 if (context->getRenderbufferHandle() == 0) in glGetRenderbufferParameteriv()
2952 … gl::Renderbuffer *renderbuffer = context->getRenderbuffer(context->getRenderbufferHandle()); in glGetRenderbufferParameteriv()
3027 if (context->getMaxSupportedSamples() != 0) in glGetRenderbufferParameteriv()
3054 gl::Context *context = gl::getContext(); in glGetShaderiv() local
3056 if (context) in glGetShaderiv()
3058 gl::Shader *shaderObject = context->getShader(shader); in glGetShaderiv()
3105 gl::Context *context = gl::getContext(); in glGetShaderInfoLog() local
3107 if (context) in glGetShaderInfoLog()
3109 gl::Shader *shaderObject = context->getShader(shader); in glGetShaderInfoLog()
3182 gl::Context *context = gl::getContext(); in glGetShaderSource() local
3184 if (context) in glGetShaderSource()
3186 gl::Shader *shaderObject = context->getShader(shader); in glGetShaderSource()
3208 gl::Context *context = gl::getContext(); in glGetString() local
3221 return (GLubyte*)((context != NULL) ? context->getExtensionString() : ""); in glGetString()
3240 gl::Context *context = gl::getContext(); in glGetTexParameterfv() local
3242 if (context) in glGetTexParameterfv()
3249 texture = context->getTexture2D(); in glGetTexParameterfv()
3252 texture = context->getTextureCubeMap(); in glGetTexParameterfv()
3289 gl::Context *context = gl::getContext(); in glGetTexParameteriv() local
3291 if (context) in glGetTexParameteriv()
3298 texture = context->getTexture2D(); in glGetTexParameteriv()
3301 texture = context->getTextureCubeMap(); in glGetTexParameteriv()
3338 gl::Context *context = gl::getContext(); in glGetUniformfv() local
3340 if (context) in glGetUniformfv()
3347 gl::Program *programObject = context->getProgram(program); in glGetUniformfv()
3372 gl::Context *context = gl::getContext(); in glGetUniformiv() local
3374 if (context) in glGetUniformiv()
3381 gl::Program *programObject = context->getProgram(program); in glGetUniformiv()
3411 gl::Context *context = gl::getContext(); in glGetUniformLocation() local
3418 if (context) in glGetUniformLocation()
3420 gl::Program *programObject = context->getProgram(program); in glGetUniformLocation()
3424 if (context->getShader(program)) in glGetUniformLocation()
3456 gl::Context *context = gl::getContext(); in glGetVertexAttribfv() local
3458 if (context) in glGetVertexAttribfv()
3465 const gl::VertexAttribute &attribState = context->getVertexAttribState(index); in glGetVertexAttribfv()
3509 gl::Context *context = gl::getContext(); in glGetVertexAttribiv() local
3511 if (context) in glGetVertexAttribiv()
3518 const gl::VertexAttribute &attribState = context->getVertexAttribState(index); in glGetVertexAttribiv()
3563 gl::Context *context = gl::getContext(); in glGetVertexAttribPointerv() local
3565 if (context) in glGetVertexAttribPointerv()
3577 *pointer = const_cast<GLvoid*>(context->getVertexAttribPointer(index)); in glGetVertexAttribPointerv()
3602 gl::Context *context = gl::getContext(); in glHint() local
3606 if (context) context->setGenerateMipmapHint(mode); in glHint()
3609 if (context) context->setFragmentShaderDerivativeHint(mode); in glHint()
3627 gl::Context *context = gl::getContext(); in glIsBuffer() local
3629 if (context && buffer) in glIsBuffer()
3631 gl::Buffer *bufferObject = context->getBuffer(buffer); in glIsBuffer()
3653 gl::Context *context = gl::getContext(); in glIsEnabled() local
3655 if (context) in glIsEnabled()
3659 case GL_CULL_FACE: return context->isCullFaceEnabled(); in glIsEnabled()
3660 case GL_POLYGON_OFFSET_FILL: return context->isPolygonOffsetFillEnabled(); in glIsEnabled()
3661 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->isSampleAlphaToCoverageEnabled(); in glIsEnabled()
3662 case GL_SAMPLE_COVERAGE: return context->isSampleCoverageEnabled(); in glIsEnabled()
3663 case GL_SCISSOR_TEST: return context->isScissorTestEnabled(); in glIsEnabled()
3664 case GL_STENCIL_TEST: return context->isStencilTestEnabled(); in glIsEnabled()
3665 case GL_DEPTH_TEST: return context->isDepthTestEnabled(); in glIsEnabled()
3666 case GL_BLEND: return context->isBlendEnabled(); in glIsEnabled()
3667 case GL_DITHER: return context->isDitherEnabled(); in glIsEnabled()
3687 gl::Context *context = gl::getContext(); in glIsFenceNV() local
3689 if (context) in glIsFenceNV()
3691 gl::Fence *fenceObject = context->getFence(fence); in glIsFenceNV()
3715 gl::Context *context = gl::getContext(); in glIsFramebuffer() local
3717 if (context && framebuffer) in glIsFramebuffer()
3719 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer); in glIsFramebuffer()
3741 gl::Context *context = gl::getContext(); in glIsProgram() local
3743 if (context && program) in glIsProgram()
3745 gl::Program *programObject = context->getProgram(program); in glIsProgram()
3767 gl::Context *context = gl::getContext(); in glIsRenderbuffer() local
3769 if (context && renderbuffer) in glIsRenderbuffer()
3771 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer); in glIsRenderbuffer()
3793 gl::Context *context = gl::getContext(); in glIsShader() local
3795 if (context && shader) in glIsShader()
3797 gl::Shader *shaderObject = context->getShader(shader); in glIsShader()
3819 gl::Context *context = gl::getContext(); in glIsTexture() local
3821 if (context && texture) in glIsTexture()
3823 gl::Texture *textureObject = context->getTexture(texture); in glIsTexture()
3850 gl::Context *context = gl::getContext(); in glLineWidth() local
3852 if (context) in glLineWidth()
3854 context->setLineWidth(width); in glLineWidth()
3869 gl::Context *context = gl::getContext(); in glLinkProgram() local
3871 if (context) in glLinkProgram()
3873 gl::Program *programObject = context->getProgram(program); in glLinkProgram()
3877 if (context->getShader(program)) in glLinkProgram()
3902 gl::Context *context = gl::getContext(); in glPixelStorei() local
3904 if (context) in glPixelStorei()
3914 context->setUnpackAlignment(param); in glPixelStorei()
3923 context->setPackAlignment(param); in glPixelStorei()
3943 gl::Context *context = gl::getContext(); in glPolygonOffset() local
3945 if (context) in glPolygonOffset()
3947 context->setPolygonOffsetParams(factor, units); in glPolygonOffset()
4004 gl::Context *context = gl::getContext(); in glReadPixels() local
4006 if (context) in glReadPixels()
4008 context->readPixels(x, y, width, height, format, type, pixels); in glReadPixels()
4056 gl::Context *context = gl::getContext(); in glRenderbufferStorageMultisampleANGLE() local
4058 if (context) in glRenderbufferStorageMultisampleANGLE()
4060 if (width > context->getMaximumRenderbufferDimension() || in glRenderbufferStorageMultisampleANGLE()
4061 height > context->getMaximumRenderbufferDimension() || in glRenderbufferStorageMultisampleANGLE()
4062 samples > context->getMaxSupportedSamples()) in glRenderbufferStorageMultisampleANGLE()
4067 GLuint handle = context->getRenderbufferHandle(); in glRenderbufferStorageMultisampleANGLE()
4076 context->setRenderbufferStorage(new gl::Depthbuffer(width, height, samples)); in glRenderbufferStorageMultisampleANGLE()
4083context->setRenderbufferStorage(new gl::Colorbuffer(width, height, internalformat, samples)); in glRenderbufferStorageMultisampleANGLE()
4086 context->setRenderbufferStorage(new gl::Stencilbuffer(width, height, samples)); in glRenderbufferStorageMultisampleANGLE()
4089 context->setRenderbufferStorage(new gl::DepthStencilbuffer(width, height, samples)); in glRenderbufferStorageMultisampleANGLE()
4113 gl::Context* context = gl::getContext(); in glSampleCoverage() local
4115 if (context) in glSampleCoverage()
4117 context->setSampleCoverageParams(gl::clamp01(value), invert == GL_TRUE); in glSampleCoverage()
4137 gl::Context *context = gl::getContext(); in glSetFenceNV() local
4139 if (context) in glSetFenceNV()
4141 gl::Fence *fenceObject = context->getFence(fence); in glSetFenceNV()
4168 gl::Context* context = gl::getContext(); in glScissor() local
4170 if (context) in glScissor()
4172 context->setScissorParams(x, y, width, height); in glScissor()
4210 gl::Context *context = gl::getContext(); in glShaderSource() local
4212 if (context) in glShaderSource()
4214 gl::Shader *shaderObject = context->getShader(shader); in glShaderSource()
4218 if (context->getProgram(shader)) in glShaderSource()
4273 gl::Context *context = gl::getContext(); in glStencilFuncSeparate() local
4275 if (context) in glStencilFuncSeparate()
4279 context->setStencilParams(func, ref, mask); in glStencilFuncSeparate()
4284 context->setStencilBackParams(func, ref, mask); in glStencilFuncSeparate()
4315 gl::Context *context = gl::getContext(); in glStencilMaskSeparate() local
4317 if (context) in glStencilMaskSeparate()
4321 context->setStencilWritemask(mask); in glStencilMaskSeparate()
4326 context->setStencilBackWritemask(mask); in glStencilMaskSeparate()
4403 gl::Context *context = gl::getContext(); in glStencilOpSeparate() local
4405 if (context) in glStencilOpSeparate()
4409 context->setStencilOperations(fail, zfail, zpass); in glStencilOpSeparate()
4414 context->setStencilBackOperations(fail, zfail, zpass); in glStencilOpSeparate()
4430 gl::Context *context = gl::getContext(); in glTestFenceNV() local
4432 if (context) in glTestFenceNV()
4434 gl::Fence *fenceObject = context->getFence(fence); in glTestFenceNV()
4537 gl::Context *context = gl::getContext(); in glTexImage2D() local
4539 if (context) in glTexImage2D()
4544 if (width > (context->getMaximumTextureDimension() >> level) || in glTexImage2D()
4545 height > (context->getMaximumTextureDimension() >> level)) in glTexImage2D()
4561 if (width > (context->getMaximumCubeTextureDimension() >> level) || in glTexImage2D()
4562 height > (context->getMaximumCubeTextureDimension() >> level)) in glTexImage2D()
4574 if (context->supportsCompressedTextures()) in glTexImage2D()
4586 if (!context->supportsFloatTextures()) in glTexImage2D()
4593 if (!context->supportsHalfFloatTextures()) in glTexImage2D()
4601 gl::Texture2D *texture = context->getTexture2D(); in glTexImage2D()
4608 …texture->setImage(level, internalformat, width, height, format, type, context->getUnpackAlignment(… in glTexImage2D()
4612 gl::TextureCubeMap *texture = context->getTextureCubeMap(); in glTexImage2D()
4622 …exture->setImagePosX(level, internalformat, width, height, format, type, context->getUnpackAlignme… in glTexImage2D()
4625 …exture->setImageNegX(level, internalformat, width, height, format, type, context->getUnpackAlignme… in glTexImage2D()
4628 …exture->setImagePosY(level, internalformat, width, height, format, type, context->getUnpackAlignme… in glTexImage2D()
4631 …exture->setImageNegY(level, internalformat, width, height, format, type, context->getUnpackAlignme… in glTexImage2D()
4634 …exture->setImagePosZ(level, internalformat, width, height, format, type, context->getUnpackAlignme… in glTexImage2D()
4637 …exture->setImageNegZ(level, internalformat, width, height, format, type, context->getUnpackAlignme… in glTexImage2D()
4666 gl::Context *context = gl::getContext(); in glTexParameteri() local
4668 if (context) in glTexParameteri()
4675 texture = context->getTexture2D(); in glTexParameteri()
4678 texture = context->getTextureCubeMap(); in glTexParameteri()
4761 gl::Context *context = gl::getContext(); in glTexSubImage2D() local
4763 if (context) in glTexSubImage2D()
4765 if (level > context->getMaximumTextureLevel()) in glTexSubImage2D()
4772 if (!context->supportsFloatTextures()) in glTexSubImage2D()
4779 if (!context->supportsHalfFloatTextures()) in glTexSubImage2D()
4787 gl::Texture2D *texture = context->getTexture2D(); in glTexSubImage2D()
4804 …texture->subImage(level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignmen… in glTexSubImage2D()
4808 gl::TextureCubeMap *texture = context->getTextureCubeMap(); in glTexSubImage2D()
4825 …->subImage(target, level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignme… in glTexSubImage2D()
4860 gl::Context *context = gl::getContext(); in glUniform1fv() local
4862 if (context) in glUniform1fv()
4864 gl::Program *program = context->getCurrentProgram(); in glUniform1fv()
4904 gl::Context *context = gl::getContext(); in glUniform1iv() local
4906 if (context) in glUniform1iv()
4908 gl::Program *program = context->getCurrentProgram(); in glUniform1iv()
4950 gl::Context *context = gl::getContext(); in glUniform2fv() local
4952 if (context) in glUniform2fv()
4954 gl::Program *program = context->getCurrentProgram(); in glUniform2fv()
4996 gl::Context *context = gl::getContext(); in glUniform2iv() local
4998 if (context) in glUniform2iv()
5000 gl::Program *program = context->getCurrentProgram(); in glUniform2iv()
5042 gl::Context *context = gl::getContext(); in glUniform3fv() local
5044 if (context) in glUniform3fv()
5046 gl::Program *program = context->getCurrentProgram(); in glUniform3fv()
5088 gl::Context *context = gl::getContext(); in glUniform3iv() local
5090 if (context) in glUniform3iv()
5092 gl::Program *program = context->getCurrentProgram(); in glUniform3iv()
5134 gl::Context *context = gl::getContext(); in glUniform4fv() local
5136 if (context) in glUniform4fv()
5138 gl::Program *program = context->getCurrentProgram(); in glUniform4fv()
5180 gl::Context *context = gl::getContext(); in glUniform4iv() local
5182 if (context) in glUniform4iv()
5184 gl::Program *program = context->getCurrentProgram(); in glUniform4iv()
5220 gl::Context *context = gl::getContext(); in glUniformMatrix2fv() local
5222 if (context) in glUniformMatrix2fv()
5224 gl::Program *program = context->getCurrentProgram(); in glUniformMatrix2fv()
5260 gl::Context *context = gl::getContext(); in glUniformMatrix3fv() local
5262 if (context) in glUniformMatrix3fv()
5264 gl::Program *program = context->getCurrentProgram(); in glUniformMatrix3fv()
5300 gl::Context *context = gl::getContext(); in glUniformMatrix4fv() local
5302 if (context) in glUniformMatrix4fv()
5304 gl::Program *program = context->getCurrentProgram(); in glUniformMatrix4fv()
5329 gl::Context *context = gl::getContext(); in glUseProgram() local
5331 if (context) in glUseProgram()
5333 gl::Program *programObject = context->getProgram(program); in glUseProgram()
5337 if (context->getShader(program)) in glUseProgram()
5352 context->useProgram(program); in glUseProgram()
5367 gl::Context *context = gl::getContext(); in glValidateProgram() local
5369 if (context) in glValidateProgram()
5371 gl::Program *programObject = context->getProgram(program); in glValidateProgram()
5375 if (context->getShader(program)) in glValidateProgram()
5405 gl::Context *context = gl::getContext(); in glVertexAttrib1f() local
5407 if (context) in glVertexAttrib1f()
5410 context->setVertexAttrib(index, vals); in glVertexAttrib1f()
5430 gl::Context *context = gl::getContext(); in glVertexAttrib1fv() local
5432 if (context) in glVertexAttrib1fv()
5435 context->setVertexAttrib(index, vals); in glVertexAttrib1fv()
5455 gl::Context *context = gl::getContext(); in glVertexAttrib2f() local
5457 if (context) in glVertexAttrib2f()
5460 context->setVertexAttrib(index, vals); in glVertexAttrib2f()
5480 gl::Context *context = gl::getContext(); in glVertexAttrib2fv() local
5482 if (context) in glVertexAttrib2fv()
5485 context->setVertexAttrib(index, vals); in glVertexAttrib2fv()
5505 gl::Context *context = gl::getContext(); in glVertexAttrib3f() local
5507 if (context) in glVertexAttrib3f()
5510 context->setVertexAttrib(index, vals); in glVertexAttrib3f()
5530 gl::Context *context = gl::getContext(); in glVertexAttrib3fv() local
5532 if (context) in glVertexAttrib3fv()
5535 context->setVertexAttrib(index, vals); in glVertexAttrib3fv()
5555 gl::Context *context = gl::getContext(); in glVertexAttrib4f() local
5557 if (context) in glVertexAttrib4f()
5560 context->setVertexAttrib(index, vals); in glVertexAttrib4f()
5580 gl::Context *context = gl::getContext(); in glVertexAttrib4fv() local
5582 if (context) in glVertexAttrib4fv()
5584 context->setVertexAttrib(index, values); in glVertexAttrib4fv()
5629 gl::Context *context = gl::getContext(); in glVertexAttribPointer() local
5631 if (context) in glVertexAttribPointer()
5633context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE… in glVertexAttribPointer()
5653 gl::Context *context = gl::getContext(); in glViewport() local
5655 if (context) in glViewport()
5657 context->setViewportParams(x, y, width, height); in glViewport()
5695 gl::Context *context = gl::getContext(); in glBlitFramebufferANGLE() local
5697 if (context) in glBlitFramebufferANGLE()
5699 if (context->getReadFramebufferHandle() == context->getDrawFramebufferHandle()) in glBlitFramebufferANGLE()
5705 context->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask); in glBlitFramebufferANGLE()