Searched refs:LinkStatus (Results 1 – 20 of 20) sorted by relevance
91 if (!shProg->LinkStatus) { in _mesa_GetActiveAttribARB()145 if (!shProg->LinkStatus) { in _mesa_GetAttribLocationARB()188 if (!shProg->LinkStatus in _mesa_count_active_attribs()214 if (!shProg->LinkStatus in _mesa_longest_attribute_name_length()303 if (!shProg->LinkStatus) { in _mesa_GetFragDataIndex()359 if (!shProg->LinkStatus) { in _mesa_GetFragDataLocation()
491 *params = shProg->LinkStatus; in get_programiv()770 if (shProg->LinkStatus == GL_FALSE && in link_program()782 shProg->LinkStatus ? "Success" : "Failed"); in link_program()840 if ((shProg != NULL) && !shProg->LinkStatus) { in _mesa_active_program()952 if (!shProg->LinkStatus) { in validate_shader_program()1430 if (!shProg->LinkStatus) { in _mesa_UseProgramObjectARB()1638 if (!shProg->LinkStatus) { in _mesa_UseShaderProgramEXT()1698 shProg->LinkStatus = GL_FALSE; in _mesa_CreateShaderProgramEXT()
130 if (fsProg && fsProg->LinkStatus in update_program()170 if (gsProg && gsProg->LinkStatus in update_program()184 if (vsProg && vsProg->LinkStatus in update_program()
1763 if (!ctx->Shader.CurrentVertexProgram->LinkStatus) { in _mesa_valid_to_render()1784 if (!ctx->Shader.CurrentGeometryProgram->LinkStatus) { in _mesa_valid_to_render()1805 if (!ctx->Shader.CurrentFragmentProgram->LinkStatus) { in _mesa_valid_to_render()
501 ctx->Shader.CurrentVertexProgram->LinkStatus) { in update_texture_state()511 ctx->Shader.CurrentFragmentProgram->LinkStatus) { in update_texture_state()
137 GLboolean haveVertexShader = (vsProg && vsProg->LinkStatus); in check_valid_to_render()
323 ctx->Shader.CurrentVertexProgram->LinkStatus && in get_fp_input_mask()1369 if (!p.shader_program->LinkStatus) in create_new_program()
163 if (!shProg || !shProg->LinkStatus) { in validate_uniform_parameters()
515 if (shProg->LinkStatus == GL_FALSE) { in _mesa_GetUniformLocationARB()
2395 GLboolean LinkStatus; /**< GL_LINK_STATUS */ member
2879 if (!shader_program->LinkStatus) in get_mesa_program()2883 if (!shader_program->LinkStatus) { in get_mesa_program()2933 if (!shader_program->LinkStatus) { in get_mesa_program()2956 assert(prog->LinkStatus); in _mesa_ir_link_shader()3041 return prog->LinkStatus; in _mesa_ir_link_shader()3145 prog->LinkStatus = GL_TRUE; in _mesa_glsl_link_shader()3150 prog->LinkStatus = GL_FALSE; in _mesa_glsl_link_shader()3154 if (prog->LinkStatus) { in _mesa_glsl_link_shader()3158 if (prog->LinkStatus) { in _mesa_glsl_link_shader()3160 prog->LinkStatus = GL_FALSE; in _mesa_glsl_link_shader()[all …]
322 prog->LinkStatus = false; in emit_errors_linked()
276 status = (whole_program->LinkStatus) ? EXIT_SUCCESS : EXIT_FAILURE; in main()
185 prog->LinkStatus = false; in linker_error()2386 return prog->LinkStatus; in check_resources()2397 prog->LinkStatus = false; in link_shaders()2526 prog->LinkStatus = true; in link_shaders()2552 if (!prog->LinkStatus) in link_shaders()
120 shader->LinkStatus = false; in shader_error()
1085 prog->LinkStatus = false; in brw_vs_emit()
2094 prog->LinkStatus = false; in brw_wm_fs_emit()
143 if (shProg[j] == NULL || !shProg[j]->LinkStatus) in check_uniforms()
450 prog->LinkStatus = GL_FALSE; in fail_link()4949 if (!shader_program->LinkStatus) { in get_mesa_program()5016 assert(prog->LinkStatus); in st_link_shader()
80 <ShaderProgram LinkStatus="[status]">