Searched refs:currentVertexArrayObject (Results 1 – 2 of 2) sorted by relevance
518 SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && ptr, GL_INVALID_OPERATION); in s_glVertexAttribPointer()921 GLuint currentVao = m_state->currentVertexArrayObject(); in sendVertexAttributes()3122 … SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && pointer, GL_INVALID_OPERATION); in s_glVertexAttribIPointer()4660 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribFormat()4671 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribIFormat()4681 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexBindingDivisor()4691 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribBinding()4707 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glBindVertexBuffer()4721 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawArraysIndirect()4747 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawElementsIndirect()
198 GLuint currentVertexArrayObject() const { return m_currVaoState.vaoId(); } in currentVertexArrayObject() function