Lines Matching refs:vao

90 	glu::VertexArray	vao			(m_context.getRenderContext());
95 gl.glBindVertexArray(*vao);
107 // is part of vao
109 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
123 // check value is still ok in original vao
124 gl.glBindVertexArray(*vao);
165 glu::VertexArray vao (m_context.getRenderContext());
170 gl.glBindVertexArray(*vao);
182 // is part of vao
184 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
198 // check value is still ok in original vao
199 gl.glBindVertexArray(*vao);
267 glu::VertexArray vao (m_context.getRenderContext());
273 gl.glBindVertexArray(*vao);
287 // is part of vao
289 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
303 // check value is still ok in original vao
304 gl.glBindVertexArray(*vao);
344 glu::VertexArray vao (m_context.getRenderContext());
351 gl.glBindVertexArray(*vao);
365 // is part of vao
367 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
381 // check value is still ok in original vao
382 gl.glBindVertexArray(*vao);
422 glu::VertexArray vao (m_context.getRenderContext());
429 gl.glBindVertexArray(*vao);
443 // is part of vao
445 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
459 // check value is still ok in original vao
460 gl.glBindVertexArray(*vao);
500 glu::VertexArray vao (m_context.getRenderContext());
507 gl.glBindVertexArray(*vao);
521 // is part of vao
523 const tcu::ScopedLogSection section (m_testCtx.getLog(), "vao", "VAO state");
537 // check value is still ok in original vao
538 gl.glBindVertexArray(*vao);
544 // Is detached in delete from active vao and not from deactive
561 gl.glBindVertexArray(*vao);
581 glu::VertexArray vao (m_context.getRenderContext());
585 gl.glBindVertexArray(*vao);
607 deUint32 vao = 0;
613 gl.glGenVertexArrays(1, &vao);
614 gl.glBindVertexArray(vao);
622 if (vao)
623 gl.glDeleteVertexArrays(1, &vao);
643 deUint32 vao = 0;
649 gl.glGenVertexArrays(1, &vao);
650 gl.glBindVertexArray(vao);
661 if (vao)
662 gl.glDeleteVertexArrays(1, &vao);
682 deUint32 vao = 0;
688 gl.glGenVertexArrays(1, &vao);
689 gl.glBindVertexArray(vao);
696 if (vao)
697 gl.glDeleteVertexArrays(1, &vao);