Searched refs:GL_FRAGMENT_SHADER (Results 1 – 18 of 18) sorted by relevance
17 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER); in _mesa_new_shader()
147 if (GL_VERTEX_SHADER != type && GL_FRAGMENT_SHADER != type) { in ShaderCreate()295 if (GL_FRAGMENT_SHADER == shader->Type) { in GetShaderKey()333 else if (GL_FRAGMENT_SHADER == type) in GetShaderKeyString()362 GetShaderKeyString(GL_FRAGMENT_SHADER, key, str, bufferSize - (str - buffer)); in GetScanlineKeyString()552 if (GL_FRAGMENT_SHADER == shader->Type) { in GGLShaderUse()592 else if (GL_FRAGMENT_SHADER == program->_LinkedShaders[i]->Type) in ShaderUse()
95 else if (type == GL_FRAGMENT_SHADER) in createShader()
500 return GL_FRAGMENT_SHADER; in getType()
95 else if (shader->getType() == GL_FRAGMENT_SHADER) in attachShader()122 else if (shader->getType() == GL_FRAGMENT_SHADER) in detachShader()
1286 case GL_FRAGMENT_SHADER: in glCreateShader()3135 case GL_FRAGMENT_SHADER: in glGetShaderPrecisionFormat()
263 shader->Type = GL_FRAGMENT_SHADER; in main()
44 case GL_FRAGMENT_SHADER: this->target = fragment_shader; break; in _mesa_glsl_parse_state()
1565 case GL_FRAGMENT_SHADER: in link_shaders()
76 GLint frg_id = glCreateShader(GL_FRAGMENT_SHADER); in createShader()
133 GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); in createShaderProgram()
1451 return glCreateShader((type == FRAGMENT_SHADER) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER); in createShader()
224 GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource); in createProgram()
259 #define GL_FRAGMENT_SHADER 0x8B30 macro
951 return GLES20.GL_FRAGMENT_SHADER; in convertShaderType()
916 return GL_FRAGMENT_SHADER; in convertShaderType()
472 #define GL_FRAGMENT_SHADER 0x8B30 macro