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Searched refs:m_vao_id (Results 1 - 25 of 103) sorted by relevance

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/third_party/vk-gl-cts/external/openglcts/modules/glesext/geometry_shader/
H A DesextcGeometryShaderAPI.hpp86 glw::GLuint m_vao_id; member in glcts::GeometryShaderCreateShaderProgramvTest
355 glw::GLuint m_vao_id; member in glcts::GeometryShaderDrawCallWithFSAndGS
416 glw::GLuint m_vao_id; member in glcts::GeometryShaderMaxImageUniformsTest
484 glw::GLuint m_vao_id; member in glcts::GeometryShaderMaxShaderStorageBlocksTest
547 glw::GLuint m_vao_id; member in glcts::GeometryShaderMaxAtomicCountersTest
612 glw::GLuint m_vao_id; member in glcts::GeometryShaderMaxAtomicCounterBuffersTest
660 glw::GLuint m_vao_id; member in glcts::GeometryShaderPiplineProgramObjectWithoutActiveVSProgramTest
781 glw::GLuint m_vao_id; member in glcts::GeometryShaderIncompatibleDrawCallModeTest
861 glw::GLuint m_vao_id; member in glcts::GeometryShaderInsufficientEmittedVerticesTest
921 glw::GLuint m_vao_id; member in glcts::GeometryShaderPipelineObjectTransformFeedbackVertexAndGeometryShaderCaptureTest
977 glw::GLuint m_vao_id; global() member in glcts::GeometryShaderDrawPrimitivesDoNotMatchOutputPrimitives
1026 glw::GLuint m_vao_id; global() member in glcts::GeometryShaderDrawCallsWhileTFPaused
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H A DesextcGeometryShaderAPI.cpp136 , m_vao_id(0) in GeometryShaderCreateShaderProgramvTest()
181 if (m_vao_id != 0) in deinit()
183 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
185 m_vao_id = 0; in deinit()
357 gl.genVertexArrays(1, &m_vao_id); in iterate()
360 gl.bindVertexArray(m_vao_id); in iterate()
1215 , m_vao_id(0) in GeometryShaderDrawCallWithFSAndGS()
1245 if (m_vao_id != 0) in deinit()
1247 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
1249 m_vao_id in deinit()
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H A DesextcGeometryShaderQualifiers.cpp48 , m_vao_id(0) in GeometryShaderFlatInterpolationTest()
88 if (m_vao_id != 0) in deinit()
90 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
92 m_vao_id = 0; in deinit()
223 gl.genVertexArrays(1, &m_vao_id); in iterate()
226 gl.bindVertexArray(m_vao_id); in iterate()
H A DesextcGeometryShaderClipping.cpp97 , m_vao_id(0) in GeometryShaderClipping()
145 if (m_vao_id != 0) in deinit()
147 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
199 gl.genVertexArrays(1, &m_vao_id); in iterate()
200 gl.bindVertexArray(m_vao_id); in iterate()
H A DesextcGeometryShaderPrimitiveQueries.cpp257 , m_vao_id(0) in GeometryShaderPrimitiveQueries()
315 if (m_vao_id != 0) in deinit()
317 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
361 gl.genVertexArrays(1, &m_vao_id); in iterate()
362 gl.bindVertexArray(m_vao_id); in iterate()
H A DesextcGeometryShaderLayeredFramebuffer.hpp94 glw::GLuint m_vao_id; member in glcts::GeometryShaderLayeredFramebufferBlending
228 glw::GLuint m_vao_id; member in glcts::GeometryShaderLayeredFramebufferDepth
301 glw::GLuint m_vao_id; member in glcts::GeometryShaderLayeredFramebufferStencil
H A DesextcGeometryShaderLayeredRenderingFBONoAttachment.cpp126 , m_vao_id(0) in GeometryShaderLayeredRenderingFBONoAttachment()
183 if (m_vao_id != 0) in deinit()
185 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
186 m_vao_id = 0; in deinit()
317 gl.genVertexArrays(1, &m_vao_id); in iterate()
318 gl.bindVertexArray(m_vao_id); in iterate()
H A DesextcGeometryShaderBlitting.cpp58 , m_vao_id(0) in GeometryShaderBlitting()
78 gl.genVertexArrays(1, &m_vao_id); in iterate()
79 gl.bindVertexArray(m_vao_id); in iterate()
251 if (m_vao_id != 0) in deinit()
253 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
H A DesextcGeometryShaderNonarrayInput.cpp174 , m_vao_id(0) in GeometryShaderNonarrayInputCase()
374 gl.genVertexArrays(1, &m_vao_id); in iterate()
375 gl.bindVertexArray(m_vao_id); in iterate()
490 if (m_vao_id != 0) in deinit()
492 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
H A DesextcGeometryShaderOutput.cpp313 , m_vao_id(0) in GeometryShaderOutputRenderingBase()
364 gl.genVertexArrays(1, &m_vao_id); in initTest()
365 gl.bindVertexArray(m_vao_id); in initTest()
457 if (m_vao_id != 0) in deinit()
459 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
H A DesextcGeometryShaderLayeredFramebuffer.cpp52 , m_vao_id(0) in GeometryShaderLayeredFramebufferBlending()
94 if (m_vao_id != 0) in deinit()
96 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
290 gl.genVertexArrays(1, &m_vao_id); in iterate()
291 gl.bindVertexArray(m_vao_id); in iterate()
839 , m_vao_id(0) in GeometryShaderLayeredFramebufferDepth()
886 if (m_vao_id != 0) in deinit()
888 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
1018 gl.genVertexArrays(1, &m_vao_id); in iterate()
1019 gl.bindVertexArray(m_vao_id); in iterate()
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H A DesextcGeometryShaderConstantVariables.cpp113 , m_vao_id(0) in GeometryShaderConstantVariables()
145 gl.genVertexArrays(1, &m_vao_id); in initTest()
191 gl.bindVertexArray(m_vao_id); in iterate()
576 if (m_vao_id != 0) in deinit()
578 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
580 m_vao_id = 0; in deinit()
/third_party/vk-gl-cts/external/openglcts/modules/glesext/tessellation_shader/
H A DesextcTessellationShaderTriangles.cpp70 , m_vao_id(0) in TessellationShaderTrianglesDegenerateTriangle()
127 if (m_vao_id != 0) in deinit()
129 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
131 m_vao_id = 0; in deinit()
177 gl.genVertexArrays(1, &m_vao_id); in initTest()
180 gl.bindVertexArray(m_vao_id); in initTest()
529 , m_vao_id(0) in TessellationShaderTrianglesIdenticalTriangles()
552 if (m_vao_id != 0) in deinit()
554 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
556 m_vao_id in deinit()
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H A DesextcTessellationShaderPoints.cpp70 , m_vao_id(0) in TessellationShaderPointsgl_PointSize()
154 if (m_vao_id != 0) in deinit()
156 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
158 m_vao_id = 0; in deinit()
193 gl.genVertexArrays(1, &m_vao_id); in initTest()
196 gl.bindVertexArray(m_vao_id); in initTest()
617 , m_vao_id(0) in TessellationShaderPointsVerification()
647 if (m_vao_id != 0) in deinit()
649 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
651 m_vao_id in deinit()
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H A DesextcTessellationShaderQuads.cpp65 , m_vao_id(0) in TessellationShaderQuadsDegenerateCase()
91 if (m_vao_id != 0) in deinit()
93 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
95 m_vao_id = 0; in deinit()
114 gl.genVertexArrays(1, &m_vao_id); in initTest()
117 gl.bindVertexArray(m_vao_id); in initTest()
319 , m_vao_id(0) in TessellationShaderQuadsInnerTessellationLevelRounding()
345 if (m_vao_id != 0) in deinit()
347 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
349 m_vao_id in deinit()
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H A DesextcTessellationShaderTessellation.cpp244 , m_vao_id(0) in TessellationShaderTessellationInputPatchDiscard()
298 if (m_vao_id != 0) in deinit()
300 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
302 m_vao_id = 0; in deinit()
458 gl.genVertexArrays(1, &m_vao_id); in initTest()
461 gl.bindVertexArray(m_vao_id); in initTest()
761 , m_vao_id(0) in TessellationShaderTessellationgl_InvocationID_PatchVerticesIn_PrimitiveID()
819 if (m_vao_id != 0) in deinit()
821 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
823 m_vao_id in deinit()
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H A DesextcTessellationShaderTCTE.cpp70 , m_vao_id(0) in TessellationShaderTCTEDataPassThrough()
109 if (m_vao_id != 0) in deinit()
111 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
113 m_vao_id = 0; in deinit()
194 gl.genVertexArrays(1, &m_vao_id); in initTest()
197 gl.bindVertexArray(m_vao_id); in initTest()
1183 , m_vao_id(0) in TessellationShaderTCTEgl_in()
1258 if (m_vao_id != 0) in deinit()
1260 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
1262 m_vao_id in deinit()
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H A DesextcTessellationShaderTriangles.hpp111 glw::GLuint m_vao_id; member in glcts::TessellationShaderTrianglesDegenerateTriangle
181 glw::GLuint m_vao_id; member in glcts::TessellationShaderTrianglesIdenticalTriangles
256 glw::GLuint m_vao_id; member in glcts::TessellationShaderTrianglesInnerTessellationLevelRounding
H A DesextcTessellationShaderTessellation.hpp135 glw::GLuint m_vao_id; member in glcts::TessellationShaderTessellationInputPatchDiscard
240 glw::GLuint m_vao_id; member in glcts::TessellationShaderTessellationgl_InvocationID_PatchVerticesIn_PrimitiveID
352 glw::GLuint m_vao_id; member in glcts::TessellationShaderTessellationgl_TessCoord
443 glw::GLuint m_vao_id; /* vertex array object */ member in glcts::TessellationShaderTessellationMaxInOut
H A DesextcTessellationShaderTCTE.hpp172 glw::GLuint m_vao_id; member in glcts::TessellationShaderTCTEDataPassThrough
293 glw::GLuint m_vao_id; member in glcts::TessellationShaderTCTEgl_MaxPatchVertices_Position_PointSize
339 glw::GLuint m_vao_id; member in glcts::TessellationShaderTCTEgl_in
431 glw::GLuint m_vao_id; member in glcts::TessellationShaderTCTEgl_TessLevel
508 glw::GLuint m_vao_id; member in glcts::TessellationShaderTCTEgl_PatchVerticesIn
/third_party/vk-gl-cts/external/openglcts/modules/glesext/gpu_shader5/
H A DesextcGPUShader5UniformBlocksArrayIndexing.cpp97 , m_vao_id(0) in GPUShader5UniformBlocksArrayIndexing()
120 gl.genVertexArrays(1, &m_vao_id); in initTest()
121 gl.bindVertexArray(m_vao_id); in initTest()
348 if (m_vao_id != 0) in deinit()
350 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
352 m_vao_id = 0; in deinit()
H A DesextcGPUShader5PreciseQualifier.cpp105 , m_vao_id(0) in GPUShader5PreciseQualifier()
147 gl.genVertexArrays(1, &m_vao_id); in initTest()
148 gl.bindVertexArray(m_vao_id); in initTest()
255 if (m_vao_id != 0) in deinit()
257 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
259 m_vao_id = 0; in deinit()
H A DesextcGPUShader5SamplerArrayIndexing.cpp62 , m_vao_id(0) in GPUShader5SamplerArrayIndexing()
113 if (m_vao_id != 0) in deinit()
115 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
116 m_vao_id = 0; in deinit()
165 gl.genVertexArrays(1, &m_vao_id); in initTest()
166 gl.bindVertexArray(m_vao_id); in initTest()
H A DesextcGPUShader5FmaPrecision.cpp55 , m_vao_id(0) in GPUShader5FmaPrecision()
137 if (m_vao_id != 0) in deinit()
139 gl.deleteVertexArrays(1, &m_vao_id); in deinit()
141 m_vao_id = 0; in deinit()
193 gl.genVertexArrays(1, &m_vao_id); in initTest()
194 gl.bindVertexArray(m_vao_id); in initTest()
/third_party/vk-gl-cts/external/openglcts/modules/gl/
H A Dgl4cES31CompatibilityTests.cpp267 , m_vao_id(0) in ShaderFunctionalCompatibilityTest()
529 * Vertex array object will be stored in m_vao_id.
570 gl.genVertexArrays(1, &m_vao_id); in createFramebufferAndVertexArrayObject()
573 if (0 == m_vao_id) in createFramebufferAndVertexArrayObject()
578 gl.bindVertexArray(m_vao_id); in createFramebufferAndVertexArrayObject()
596 if (m_fbo_id || m_rbo_id || m_vao_id) in test()
662 if (m_vao_id) in cleanFramebufferAndVertexArrayObject()
664 gl.deleteVertexArrays(1, &m_vao_id); in cleanFramebufferAndVertexArrayObject()
666 m_vao_id = 0; in cleanFramebufferAndVertexArrayObject()

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