Searched refs:vao (Results 1 – 7 of 7) sorted by relevance
207 if (plat_.vao == 0) { in MakeVAO()211 plat_.vao = device_.CreateVertexArray(); in MakeVAO()212 device_.BindVertexArray(plat_.vao); in MakeVAO()239 if (plat_.vao) { in ~GraphicsPipelineStateObjectGLES()241 device_.DeleteVertexArray(plat_.vao); in ~GraphicsPipelineStateObjectGLES()
1772 GLuint vao; in CreateVertexArray() local1778 it->vao = vao; in CreateVertexArray()1785 v.vao = vao; in CreateVertexArray()1794 if (vao > 0) { in DeleteVertexArray()1884 uint32_t vao = 1; in UnBindBufferFromVertexArray() local1911 vao++; in UnBindBufferFromVertexArray()1928 if (boundVao_ == vao) { in UnBindVertexArray()1986 if (boundVao_ != vao) { in BindVertexArray()1988 if (vao > 0) { in BindVertexArray()1989 glBindVertexArray(vaoStates_[vao - 1].vao); in BindVertexArray()[all …]
196 void BindVertexArray(uint32_t vao);218 void DeleteVertexArray(uint32_t vao);300 void UnBindVertexArray(uint32_t vao);391 uint32_t vao { 0 }; // GL name for object.
43 uint32_t vao; member
2496 device_.BindVertexArray(pipelineData.vao); in BindResources()
40 vao = null;
34 vao = null;