Searched refs:tex_name (Results 1 – 2 of 2) sorted by relevance
1028 bool GLClientState::isTexture(GLuint tex_name) const { in isTexture()1029 return getTextureRec(tex_name) != nullptr; in isTexture()1032 bool GLClientState::isTextureWithStorage(GLuint tex_name) const { in isTextureWithStorage()1033 TextureRec* rec = getTextureRecPtr(tex_name); in isTextureWithStorage()1038 bool GLClientState::isTextureCubeMap(GLuint tex_name) const { in isTextureCubeMap()1039 TextureRec* texrec = getTextureRecPtr(tex_name); in isTextureCubeMap()2162 GLint GLClientState::queryTexInternalFormat(GLuint tex_name) const { in queryTexInternalFormat()2163 TextureRec* texrec = getTextureRecPtr(tex_name); in queryTexInternalFormat()2168 GLsizei GLClientState::queryTexWidth(GLsizei level, GLuint tex_name) const { in queryTexWidth()2169 TextureRec* texrec = getTextureRecPtr(tex_name); in queryTexWidth()[all …]
261 const char *tex_name, *out_name; in build_blit_shader() local265 tex_name = "color_tex"; in build_blit_shader()278 tex_name = "depth_tex"; in build_blit_shader()286 tex_name = "stencil_tex"; in build_blit_shader()301 texture_type, tex_name); in build_blit_shader()