Lines Matching refs:RSD_CALL_GL
245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL);
246 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
252 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
256 RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf);
260 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
359 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
361 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
363 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
367 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
370 RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
373 RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
376 RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
418 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
423 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
427 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
433 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
436 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
438 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
439 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
442 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
445 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
448 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
449 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
450 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
455 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
478 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
479 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
483 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
496 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
502 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
504 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
506 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
508 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
515 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);