Lines Matching refs:RSD_CALL_GL

249         RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);  in loadShader()
250 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); in loadShader()
253 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); in loadShader()
256 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); in loadShader()
260RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf); in loadShader()
264 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); in loadShader()
365 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); in setUniform()
367 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); in setUniform()
369 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); in setUniform()
373 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd); in setUniform()
376 RSD_CALL_GL(glUniform2fv, slot, arraySize, fd); in setUniform()
379 RSD_CALL_GL(glUniform3fv, slot, arraySize, fd); in setUniform()
382 RSD_CALL_GL(glUniform4fv, slot, arraySize, fd); in setUniform()
424 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
429 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
433 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
439 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
442 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, in setupSampler()
444 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]); in setupSampler()
445 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]); in setupSampler()
448 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
451 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, in setupSampler()
454 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]); in setupSampler()
455 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]); in setupSampler()
456 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]); in setupSampler()
461 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue); in setupSampler()
484 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct); in setupTextures()
485 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); in setupTextures()
489 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0); in setupTextures()
502 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); in setupTextures()
508 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
510 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
512 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
514 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], in setupTextures()
521 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0); in setupTextures()