Searched refs:mLinkingState (Results 1 – 2 of 2) sorted by relevance
1410 ASSERT(!mLinkingState); in id()1416 ASSERT(!mLinkingState); in setLabel()1422 ASSERT(!mLinkingState); in getLabel()1448 ASSERT(!mLinkingState); in getAttachedShadersCount()1463 ASSERT(!mLinkingState); in getAttachedShader()1469 ASSERT(!mLinkingState); in bindAttributeLocation()1475 ASSERT(!mLinkingState); in bindUniformLocation()1495 if (mLinkingState && mLinkingState->linkedExecutable) in link()1497 mState.mExecutable = mLinkingState->linkedExecutable; in link()1508 ASSERT(!mLinkingState); in linkImpl()[all …]
447 ASSERT(!mLinkingState); in getImplementation()471 bool hasLinkingState() const { return mLinkingState != nullptr; } in hasLinkingState()475 ASSERT(!mLinkingState); in isLinked()530 ASSERT(!mLinkingState); in getUniformLocations()536 ASSERT(!mLinkingState); in getUniformByIndex()614 ASSERT(!mLinkingState); in getActiveUniformBlockCount()620 ASSERT(!mLinkingState); in getActiveAtomicCounterBufferCount()626 ASSERT(!mLinkingState); in getActiveShaderStorageBlockCount()668 ASSERT(!mLinkingState); in addRef()674 ASSERT(!mLinkingState); in release()[all …]