Lines Matching refs:GL
138 GL(glDeleteTextures(1, &id)); in engine_deleteInputBuffer()
147 GL(glDeleteProgram(id)); in engine_deleteProgram()
155 GL(glUniform2f(location, data[0], data[1])); in engine_setData2f()
163 GL(glGenTextures(1, &texture)); in engine_load3DTexture()
164 GL(glBindTexture(GL_TEXTURE_3D, texture)); in engine_load3DTexture()
165 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load3DTexture()
166 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load3DTexture()
167 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)); in engine_load3DTexture()
168 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load3DTexture()
169 GL(glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load3DTexture()
171 GL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB10_A2, sz, sz, sz, 0, GL_RGBA, in engine_load3DTexture()
182 GL(glGenTextures(1, &texture)); in engine_load1DTexture()
183 GL(glBindTexture(GL_TEXTURE_2D, texture)); in engine_load1DTexture()
184 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); in engine_load1DTexture()
185 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); in engine_load1DTexture()
186 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); in engine_load1DTexture()
187 GL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); in engine_load1DTexture()
189 GL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, sz, 1, 0, GL_RGBA, in engine_load1DTexture()
201 GL(glGetShaderiv(shader, GL_COMPILE_STATUS, &success)); in dumpShaderLog()
218 GL(glShaderSource(vertId, vertexEntries, vertex, 0)); in engine_loadProgram()
219 GL(glCompileShader(vertId)); in engine_loadProgram()
222 GL(glShaderSource(fragId, fragmentEntries, fragment, 0)); in engine_loadProgram()
223 GL(glCompileShader(fragId)); in engine_loadProgram()
226 GL(glAttachShader(progId, vertId)); in engine_loadProgram()
227 GL(glAttachShader(progId, fragId)); in engine_loadProgram()
229 GL(glLinkProgram(progId)); in engine_loadProgram()
231 GL(glDetachShader(progId, vertId)); in engine_loadProgram()
232 GL(glDetachShader(progId, fragId)); in engine_loadProgram()
234 GL(glDeleteShader(vertId)); in engine_loadProgram()
235 GL(glDeleteShader(fragId)); in engine_loadProgram()
266 GL(glFlush()); in CreateNativeFence()
284 GL(glBindFramebuffer(GL_FRAMEBUFFER, id)); in engine_setDestination()
285 GL(glViewport(x, y, w, h)); in engine_setDestination()
292 GL(glUseProgram(id)); in engine_setProgram()
299 GL(glActiveTexture(GL_TEXTURE0 + binding)); in engine_set2DInputBuffer()
300 GL(glBindTexture(GL_TEXTURE_2D, id)); in engine_set2DInputBuffer()
307 GL(glActiveTexture(GL_TEXTURE0 + binding)); in engine_set3DInputBuffer()
308 GL(glBindTexture(GL_TEXTURE_3D, id)); in engine_set3DInputBuffer()
315 GL(glActiveTexture(GL_TEXTURE0 + binding)); in engine_setExternalInputBuffer()
316 GL(glBindTexture(0x8D65, id)); in engine_setExternalInputBuffer()
326 GL(glEnableVertexAttribArray(0)); in engine_blit()
327 GL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, fullscreen_vertices)); in engine_blit()
328 GL(glDrawArrays(GL_TRIANGLES, 0, 3)); in engine_blit()
330 GL(glFlush()); in engine_blit()