Searched refs:allocateName (Results 1 – 6 of 6) sorted by relevance
56 GrGLuint name = fAllocator.allocateName(); in allocateAllRemaining()78 GrGLuint name = fAllocator.allocateName(); in allocateAllRemaining()139 allocator.allocateName(); in DEF_GPUTEST()141 REPORTER_ASSERT(reporter, 0 == allocator.allocateName()); in DEF_GPUTEST()146 REPORTER_ASSERT(reporter, 0 == allocator.allocateName()); in DEF_GPUTEST()161 if (0 == allocator.allocateName()) { in DEF_GPUTEST()166 REPORTER_ASSERT(reporter, 0 == allocator.allocateName()); in DEF_GPUTEST()
62 GrGLuint allocateName();
339 GrGLuint GrGLNameAllocator::allocateName() { in allocateName() function in GrGLNameAllocator
296 GrGLuint name = fPathNameAllocator->allocateName(); in genPaths()
461 deUint32 allocateName (void);492 deUint32 ObjectManager<T>::allocateName (void) in allocateName() function in sglr::rc::ObjectManager
677 *textures++ = m_textures.allocateName(); in genTextures()784 *framebuffers++ = m_framebuffers.allocateName(); in genFramebuffers()839 *renderbuffers++ = m_renderbuffers.allocateName(); in genRenderbuffers()2489 buffers[ndx] = m_buffers.allocateName(); in genBuffers()3585 vertexArrays[ndx] = m_vertexArrays.allocateName(); in genVertexArrays()4538 int name = m_programs.allocateName(); in createProgram()