Lines Matching refs:RSD_CALL_GL
245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
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, nullptr, buf);
260 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
361 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
363 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
365 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
369 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
372 RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
375 RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
378 RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
420 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
425 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
429 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
435 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
438 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
440 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
441 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
444 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
447 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
450 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
451 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
452 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
457 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
480 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
481 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
485 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
498 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
504 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
506 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
508 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
510 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
517 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);