Searched refs:context_id (Results 1 – 5 of 5) sorted by relevance
278 bool GLEnv::SwitchToContextId(int context_id) { in SwitchToContextId() argument279 const EGLContext* context = FindOrNull(contexts_, context_id); in SwitchToContextId()281 if (context_id_ != context_id) { in SwitchToContextId()282 context_id_ = context_id; in SwitchToContextId()290 void GLEnv::ReleaseContextId(int context_id) { in ReleaseContextId() argument291 if (context_id > 0) { in ReleaseContextId()292 const EGLContext* context = FindOrNull(contexts_, context_id); in ReleaseContextId()294 contexts_.erase(context_id); in ReleaseContextId()295 if (context_id_ == context_id && IsActive()) in ReleaseContextId()
145 bool SwitchToContextId(int context_id);150 void ReleaseContextId(int context_id);
840 required int32 context_id = 1; // GL context ID field
2525 ::google::protobuf::internal::WireFormatLite::WriteInt32(1, this->context_id(), output); in SerializeWithCachedSizes()2577 this->context_id()); in ByteSize()2646 set_context_id(from.context_id()); in MergeFrom()
1976 inline ::google::protobuf::int32 context_id() const;2385 inline ::google::protobuf::int32 GLMessage::context_id() const { in context_id() function