Searched refs:getVertexArray (Results 1 – 10 of 10) sorted by relevance
822 VertexArray *State::getVertexArray() const in getVertexArray() function in gl::State1020 case GL_ELEMENT_ARRAY_BUFFER: return getVertexArray()->getElementArrayBuffer(); in getTargetBuffer()1031 getVertexArray()->enableAttribute(attribNum, enabled); in setEnableVertexAttribArray()1055 …getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, s… in setVertexAttribState()1060 return getVertexArray()->getVertexAttribute(attribNum); in getVertexAttribState()1076 return getVertexArray()->getVertexAttribute(attribNum).pointer; in getVertexAttribPointer()1202 …case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getVertexArray()->getElementArrayBuffe… in getIntegerv()
466 VertexArray *Context::getVertexArray(GLuint handle) const in getVertexArray() function in gl::Context514 mState.getVertexArray()->setElementArrayBuffer(getBuffer(buffer)); in bindElementArrayBuffer()553 if (!getVertexArray(vertexArray)) in bindVertexArray()559 mState.setVertexArrayBinding(getVertexArray(vertexArray)); in bindVertexArray()1381 const VertexAttribute *vertexAttributes = mState.getVertexArray()->getVertexAttributes(); in applyShaders()1686 …Error error = mRenderer->applyVertexBuffer(programBinary, mState.getVertexArray()->getVertexAttrib… in drawArrays()1733 VertexArray *vao = mState.getVertexArray(); in drawElements()2035 mState.getVertexArray()->setVertexAttribDivisor(index, divisor); in setVertexAttribDivisor()
164 VertexArray *getVertexArray() const;
159 VertexArray *getVertexArray(GLuint handle) const;
1470 const VertexArray *vao = state.getVertexArray(); in ValidateDrawBase()1570 const VertexArray *vao = state.getVertexArray(); in ValidateDrawInstancedANGLE()1634 const gl::VertexArray *vao = state.getVertexArray(); in ValidateDrawElements()
4903 …if (context->getState().getVertexArray()->id() != 0 && context->getState().getArrayBufferId() == 0… in glVertexAttribPointer()5743 gl::VertexArray *vao = context->getVertexArray(array); in glBindVertexArray()5830 gl::VertexArray *vao = context->getVertexArray(array); in glIsVertexArray()6271 …if (context->getState().getVertexArray()->id() != 0 && context->getState().getArrayBufferId() == 0… in glVertexAttribIPointer()
69 GrVertexArrayObj* getVertexArray() { return fVertexArray; } in getVertexArray() function
554 if (GrDebugGL::getInstance()->getVertexArray() == array) { in debugGLDeleteVertexArrays()