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