Searched refs:mGL (Results 1 – 2 of 2) sorted by relevance
24 GLSnapshotState::GLSnapshotState(const GLESv2Dispatch* gl) : mGL(gl) { in GLSnapshotState()32 mGL->glGetIntegerv(name, (GLint*)&store[0]); in getGlobalStateEnum()39 mGL->glGetBooleanv(name, (GLboolean*)&store[0]); in getGlobalStateByte()46 mGL->glGetIntegerv(name, (GLint*)&store[0]); in getGlobalStateInt()53 mGL->glGetFloatv(name, (GLfloat*)&store[0]); in getGlobalStateFloat()60 mGL->glGetInteger64v(name, (GLint64*)&store[0]); in getGlobalStateInt64()65 mEnables[name] = mGL->glIsEnabled(name) == GL_TRUE; in getGlobalStateEnable()78 mGL->glEnable(it.first); in restore()80 mGL->glDisable(it.first); in restore()86 it.second = mGL->glCreateShader(shaderState.type); in restore()[all …]
62 const GLESv2Dispatch* mGL; variable