Searched refs:GL_NO_ERROR (Results 1 – 9 of 9) sorted by relevance
56 #define GL_NO_ERROR 0 macro
279 return GL_NO_ERROR; in subUpdateBufferData()
972 return GL_NO_ERROR; in setActiveTextureUnit()1083 return GL_NO_ERROR; in bindTexture()
48 if(err != GL_NO_ERROR) { in s_glGetError()49 ctx->setError(GL_NO_ERROR); in s_glGetError()648 if ((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR) { in s_glActiveTexture()664 if ((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR) { in s_glBindTexture()1028 m_error = GL_NO_ERROR; in GLEncoder()
79 m_error = GL_NO_ERROR; in GL2Encoder()389 if(err != GL_NO_ERROR) { in s_glGetError()391 ctx->setError(GL_NO_ERROR); in s_glGetError()396 return GL_NO_ERROR; in s_glGetError()418 if (guest_error == GL_NO_ERROR) { in ErrorUpdater()425 if (guest_error == GL_NO_ERROR) { in getHostErrorAndUpdate()455 if (hostError == GL_NO_ERROR && mTarget) { in ~ScopedQueryUpdate()2188 SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err); in s_glActiveTexture()2201 SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err); in s_glBindTexture()3518 *err_out = GL_NO_ERROR; in packVarNames()[all …]
137 #define GL_NO_ERROR 0 macro
165 #define GL_NO_ERROR 0 macro