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    Searched refs:vao (Results 1 - 23 of 23) sorted by null

  /external/deqp/modules/gles3/functional/
es3fVertexArrayObjectTests.cpp 127 VertexArrayState vao; member in struct:deqp::gles3::Functional::__anon3857::Spec
244 m_vaoProgram = createProgram(m_spec.vao);
254 if (m_spec.useDrawElements && (m_spec.vao.elementArrayBuffer == 0 || m_spec.state.elementArrayBuffer == 0))
600 GLuint vao = 0; local
602 GLU_CHECK_CALL(glGenVertexArrays(1, &vao));
603 GLU_CHECK_CALL(glBindVertexArray(vao));
604 setState(m_spec.vao);
609 GLU_CHECK_CALL(glBindVertexArray(vao));
611 makeDrawCall(m_spec.vao);
613 setState(m_spec.vao);
1177 GLuint vao = 0; local
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es3fLifetimeTests.cpp 72 void draw (GLuint vao, GLfloat scale, bool tf, Surface* dst);
73 void setPos (GLuint buffer, GLuint vao);
126 void ScaleProgram::draw (GLuint vao, GLfloat scale, bool tf, Surface* dst)
129 de::Random rnd (vao);
136 gl.bindVertexArray(vao);
155 void ScaleProgram::setPos (GLuint buffer, GLuint vao)
160 gl.bindVertexArray(vao);
264 void BufferVAOAttacher::attach (GLuint buffer, GLuint vao)
266 m_program.setPos(buffer, vao);
268 << "// Set the `pos` attribute in VAO " << vao << " to buffer " << buffe
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es3fNegativeStateApiTests.cpp     [all...]
es3fNegativeVertexArrayApiTests.cpp 158 GLuint vao;
160 glGenVertexArrays(1, &vao);
161 glBindVertexArray(vao);
169 glDeleteVertexArrays(1, &vao);
201 GLuint vao;
203 glGenVertexArrays(1, &vao);
204 glBindVertexArray(vao);
212 glDeleteVertexArrays(1, &vao);
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  /external/deqp/modules/gles31/functional/
es31fVertexAttributeBindingStateQueryTests.cpp 59 glu::VertexArray vao (m_context.getRenderContext());
66 gl.glBindVertexArray(*vao);
93 // is part of vao
95 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
106 // check value is still ok in original vao
107 gl.glBindVertexArray(*vao);
175 glu::VertexArray vao (m_context.getRenderContext());
182 gl.glBindVertexArray(*vao);
209 // is part of vao
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es31fNegativeVertexArrayApiTests.cpp 153 GLuint vao = 0; local
155 ctx.glGenVertexArrays(1, &vao);
156 ctx.glBindVertexArray(vao);
164 ctx.glDeleteVertexArrays(1, &vao);
197 GLuint vao = 0; local
199 ctx.glGenVertexArrays(1, &vao);
200 ctx.glBindVertexArray(vao);
208 ctx.glDeleteVertexArrays(1, &vao);
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es31fTessellationGeometryInteractionTests.cpp 252 const glu::VertexArray vao (m_context.getRenderContext());
266 gl.bindVertexArray(*vao);
550 const glu::VertexArray vao (m_context.getRenderContext());
560 gl.bindVertexArray(*vao);
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es31fVertexAttributeBindingTests.cpp 178 throw tcu::TestError("could not gen vao");
333 GLU_EXPECT_NO_ERROR(gl.glGetError(), "set vao");
632 GLU_EXPECT_NO_ERROR(gl.glGetError(), "set vao");
903 GLU_EXPECT_NO_ERROR(gl.glGetError(), "set vao");
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es31fMultisampleTests.cpp 311 glu::VertexArray vao (m_context.getRenderContext());
313 gl.bindVertexArray(*vao);
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es31fGeometryShaderTests.cpp     [all...]
es31fTessellationTests.cpp     [all...]
  /external/chromium_org/gpu/command_buffer/tests/
gl_virtual_contexts_unittest.cc 210 // Test to ensure that vao1 is still the active VAO for this context.
217 // Test to ensure that vao2 is still the active VAO for this context.
269 // Set up red quad in default VAO.
274 // Set up green quad in default VAO.
278 // Gen & bind a non-default VAO.
279 GLuint vao; local
280 glGenVertexArraysOES(1, &vao);
281 glBindVertexArrayOES(vao);
285 // Test to ensure that default VAO on gl1_ is still valid.
291 // Test to ensure that default VAO on gl2_ is still valid
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  /external/deqp/framework/opengl/simplereference/
sglrReferenceContext.cpp     [all...]
sglrGLContext.cpp 101 deUint32 vao = *i; local
102 gl.deleteVertexArrays(1, &vao);
  /external/chromium_org/third_party/angle/src/libGLESv2/
validationES.cpp 1470 const VertexArray *vao = state.getVertexArray(); local
1570 const VertexArray *vao = state.getVertexArray(); local
1634 const gl::VertexArray *vao = state.getVertexArray(); local
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Context.cpp 260 // Although the spec states VAO state is not initialized until the object is bound,
1733 VertexArray *vao = mState.getVertexArray(); local
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libGLESv2.cpp 5743 gl::VertexArray *vao = context->getVertexArray(array); local
5830 gl::VertexArray *vao = context->getVertexArray(array); local
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  /external/deqp/modules/gles31/stress/
es31sTessellationGeometryInteractionTests.cpp 336 const glu::VertexArray vao (m_context.getRenderContext());
345 gl.bindVertexArray(*vao);
346 GLU_EXPECT_NO_ERROR(gl.getError(), "bind vao");
es31sVertexAttributeBindingTests.cpp 172 throw tcu::TestError("could not gen vao");
327 GLU_EXPECT_NO_ERROR(gl.glGetError(), "set vao");
580 glu::VertexArray vao (m_context.getRenderContext());
591 gl.glBindVertexArray(*vao);
  /external/deqp/framework/opengl/
gluDrawUtil.cpp 402 //! Setup VA according to allocation spec. Assumes that other state (VAO binding, buffer) is set already.
583 VertexArray vao (context);
585 gl.bindVertexArray(*vao);
  /external/deqp/modules/gles3/stress/
es3sDrawTests.cpp 158 glu::VertexArray vao (m_context.getRenderContext());
195 gl.glBindVertexArray(*vao);
  /external/deqp/modules/glshared/
glsTextureBufferCase.cpp 584 const glu::VertexArray vao (renderContext);
588 gl.bindVertexArray(*vao);
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  /external/chromium_org/gpu/command_buffer/service/
gles2_cmd_decoder.cc 10027 VertexAttribManager* vao = local
10039 VertexAttribManager* vao = NULL; local
10083 const VertexAttribManager* vao = local
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