Searched refs:currentVertexArrayObject (Results 1 – 2 of 2) sorted by relevance
669 SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && ptr, GL_INVALID_OPERATION); in s_glVertexAttribPointer()3721 … SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && pointer, GL_INVALID_OPERATION); in s_glVertexAttribIPointer()5288 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribFormat()5299 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribIFormat()5309 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexBindingDivisor()5319 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribBinding()5335 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glBindVertexBuffer()5350 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawArraysIndirect()5377 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawElementsIndirect()
205 GLuint currentVertexArrayObject() const { return m_currVaoState.vaoId(); } in currentVertexArrayObject() function