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Searched refs:GL_CALL_RET (Results 1 – 7 of 7) sorted by relevance

/external/skia/src/gpu/gl/
DGrGLPathRendering.cpp21 #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(fGpu->glInterface(), RET, X) macro
137 GL_CALL_RET(status, PathMemoryGlyphIndexArray(basePathID, GR_GL_STANDARD_FONT_FORMAT, in createGlyphs()
283 GL_CALL_RET(name, GenPaths(range)); in genPaths()
290 GL_CALL_RET(firstName, GenPaths(range)); in genPaths()
300 GL_CALL_RET(name, GenPaths(1)); in genPaths()
DGrGLGpu.cpp24 #define GL_CALL_RET(RET, X) GR_GL_CALL_RET(this->glInterface(), RET, X) macro
176 GL_CALL_RET(vendor, GetString(GR_GL_VENDOR)); in GrGLGpu()
177 GL_CALL_RET(renderer, GetString(GR_GL_RENDERER)); in GrGLGpu()
178 GL_CALL_RET(version, GetString(GR_GL_VERSION)); in GrGLGpu()
916 GL_CALL_RET(status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); in createRenderTargetObjects()
939 GL_CALL_RET(status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); in createRenderTargetObjects()
1267 GL_CALL_RET(status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); in attachStencilAttachmentToRenderTarget()
1294 GL_CALL_RET(status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); in attachStencilAttachmentToRenderTarget()
1842 GL_CALL_RET(status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); in flushRenderTarget()
DGrGLProgram.cpp25 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fGpu->glInterface(), R, X) macro
/external/skia/src/gpu/gl/builders/
DGrGLProgramBuilder.cpp25 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) macro
401 GL_CALL_RET(programID, CreateProgram()); in finalize()
485 GL_CALL_RET(location, GetUniformLocation(programID, fUniforms[i].fVariable.c_str())); in resolveUniformLocations()
DGrGLShaderStringBuilder.cpp15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) macro
DGrGLVertexShaderBuilder.cpp13 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X) macro
DGrGLFragmentShaderBuilder.cpp13 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(fProgramBuilder->gpu()->glInterface(), R, X) macro