Searched refs:getPriorityEnabledTarget (Results 1 – 4 of 4) sorted by relevance
667 GLenum priorityTarget = state->getPriorityEnabledTarget(GL_TEXTURE_2D); in s_glBindTexture()705 GLenum prevTarget = state->getPriorityEnabledTarget(GL_INVALID_ENUM); in s_glDisable()707 GLenum currTarget = state->getPriorityEnabledTarget(GL_INVALID_ENUM); in s_glDisable()732 GLenum prevTarget = state->getPriorityEnabledTarget(GL_INVALID_ENUM); in s_glEnable()734 GLenum currTarget = state->getPriorityEnabledTarget(GL_INVALID_ENUM); in s_glEnable()940 target != m_state->getPriorityEnabledTarget(GL_TEXTURE_2D)) { in override2DTextureTarget()948 GLenum priorityTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D); in restore2DTextureTarget()
170 GLenum getPriorityEnabledTarget(GLenum allDisabled) const;
287 GLenum GLClientState::getPriorityEnabledTarget(GLenum allDisabled) const in getPriorityEnabledTarget() function in GLClientState
980 GLenum oldTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D); in updateHostTexture2DBinding()1276 GLenum priorityTarget = state->getPriorityEnabledTarget(GL_TEXTURE_2D); in s_glBindTexture()1477 target != m_state->getPriorityEnabledTarget(GL_TEXTURE_2D)) { in override2DTextureTarget()1485 GLenum priorityTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D); in restore2DTextureTarget()