Searched refs:kStateComplete (Results 1 – 2 of 2) sorted by relevance
67 texture_state_ = glIsTexture(texture_id) ? kStateComplete : kStateGenerated; in InitWithTexture()74 fbo_state_ = glIsFramebuffer(fbo_id) ? kStateComplete : kStateGenerated; in InitWithFbo()98 if (fbo_state_ == kStateComplete) { in ~GLFrame()175 if (fbo_state_ == kStateComplete) in CopyPixelsTo()177 else if (texture_state_ == kStateComplete) in CopyPixelsTo()247 if (fbo_state_ != kStateComplete) { in FocusFrameBuffer()318 texture_state_ = kStateComplete; in AllocateTexture()321 return texture_state_ == kStateComplete; in AllocateTexture()325 return texture_state_ == kStateComplete && !glIsTexture(texture_id_); in TextureWasDeleted()348 if (fbo_state_ == kStateComplete) { in ReadFboPixels()[all …]
126 kStateComplete // FBO has valid attachment / Tex has valid pixel data enumerator