Searched refs:mShaderID (Results 1 – 2 of 2) sorted by relevance
51 if (state->mShaderID) { in ~RsdShader()52 glDeleteShader(state->mShaderID); in ~RsdShader()106 return mCurrentState->mShaderID; in getStateBasedShaderID()114 return mCurrentState->mShaderID; in getStateBasedShaderID()231 mCurrentState->mShaderID = glCreateShader(mType); in loadShader()232 rsAssert(mCurrentState->mShaderID); in loadShader()239 ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID); in loadShader()243 if (mCurrentState->mShaderID) { in loadShader()245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr); in loadShader()246 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader()[all …]
52 return mStateBasedShaders.itemAt(index)->mShaderID; in getStateBasedID()73 StateBasedKey(uint32_t texCount) : mShaderID(0) { in StateBasedKey()79 uint32_t mShaderID; variable