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Lines Matching refs:RSD_CALL_GL

245         RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL);  in loadShader()
246 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader()
249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); in loadShader()
252 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); in loadShader()
256 RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf); in loadShader()
260 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); in loadShader()
359 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); in setUniform()
361 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); in setUniform()
363 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); in setUniform()
367 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd); in setUniform()
370 RSD_CALL_GL(glUniform2fv, slot, arraySize, fd); in setUniform()
373 RSD_CALL_GL(glUniform3fv, slot, arraySize, fd); in setUniform()
376 RSD_CALL_GL(glUniform4fv, slot, arraySize, fd); in setUniform()
413 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
418 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
422 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
428 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
431 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, in setupSampler()
433 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]); in setupSampler()
434 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]); in setupSampler()
437 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
440 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
443 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]); in setupSampler()
444 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]); in setupSampler()
445 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]); in setupSampler()
450 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue); in setupSampler()
473 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct); in setupTextures()
474 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); in setupTextures()
478 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0); in setupTextures()
491 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); in setupTextures()
497 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
499 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
501 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
503 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
510 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0); in setupTextures()