Lines Matching refs:GL

117     GL(glDeleteTextures(1, &id));  in engine_deleteInputBuffer()
126 GL(glDeleteProgram(id)); in engine_deleteProgram()
134 GL(glUniform2f(location, data[0], data[1])); in engine_setData2f()
142 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
143 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
144 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture()
145 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture()
146 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture()
147 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture()
148 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture()
150 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture()
161 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
162 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
163 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load1DTexture()
164 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load1DTexture()
165 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load1DTexture()
166 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load1DTexture()
168 GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, sz, 1, 0, GL_RGBA, in engine_load1DTexture()
180 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
197 GL(glShaderSource(vertId, vertexEntries, vertex, 0)); in engine_loadProgram()
198 GL(glCompileShader(vertId)); in engine_loadProgram()
201 GL(glShaderSource(fragId, fragmentEntries, fragment, 0)); in engine_loadProgram()
202 GL(glCompileShader(fragId)); in engine_loadProgram()
205 GL(glAttachShader(progId, vertId)); in engine_loadProgram()
206 GL(glAttachShader(progId, fragId)); in engine_loadProgram()
208 GL(glLinkProgram(progId)); in engine_loadProgram()
210 GL(glDetachShader(progId, vertId)); in engine_loadProgram()
211 GL(glDetachShader(progId, fragId)); in engine_loadProgram()
213 GL(glDeleteShader(vertId)); in engine_loadProgram()
214 GL(glDeleteShader(fragId)); in engine_loadProgram()
245 GL(glFlush()); in CreateNativeFence()
263 GL(glBindFramebuffer(GL_FRAMEBUFFER, id)); in engine_setDestination()
264 GL(glViewport(x, y, w, h)); in engine_setDestination()
271 GL(glUseProgram(id)); in engine_setProgram()
278 GL(glActiveTexture(GL_TEXTURE0 + binding)); in engine_set2DInputBuffer()
279 GL(glBindTexture(GL_TEXTURE_2D, id)); in engine_set2DInputBuffer()
286 GL(glActiveTexture(GL_TEXTURE0 + binding)); in engine_set3DInputBuffer()
287 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
294 GL(glActiveTexture(GL_TEXTURE0 + binding)); in engine_setExternalInputBuffer()
295 GL(glBindTexture(0x8D65, id)); in engine_setExternalInputBuffer()
305 GL(glEnableVertexAttribArray(0)); in engine_blit()
306 GL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, fullscreen_vertices)); in engine_blit()
307 GL(glDrawArrays(GL_TRIANGLES, 0, 3)); in engine_blit()
309 GL(glFlush()); in engine_blit()