Lines Matching refs:checkGLcall

518     checkGLcall("glShaderSource");  in shader_glsl_compile()
520 checkGLcall("glCompileShader"); in shader_glsl_compile()
630 checkGLcall("glUniformBlockBinding"); in shader_glsl_init_uniform_block_bindings()
660 checkGLcall("Load sampler bindings"); in shader_glsl_load_samplers_range()
722 checkGLcall("Load immediate constant buffer"); in shader_glsl_load_icb()
754 checkGLcall("Load image bindings"); in shader_glsl_load_images()
963 checkGLcall("glTransformFeedbackVaryings"); in shader_glsl_init_transform_feedback()
1041 checkGLcall("walk_constant_heap()"); in walk_constant_heap()
1116 checkGLcall("walk_constant_heap_clamped()"); in walk_constant_heap_clamped()
1144 checkGLcall("glUniform4fv()"); in shader_glsl_load_constants_f()
1174 checkGLcall("glUniform4iv()"); in shader_glsl_load_constants_i()
1202 checkGLcall("glUniform1iv()"); in shader_glsl_load_constantsB()
1253 checkGLcall("glUniformMatrix4fv"); in shader_glsl_ffp_vertex_texmatrix_uniform()
1275 checkGLcall("setting FFP material uniforms"); in shader_glsl_ffp_vertex_material_uniform()
1286 checkGLcall("glUniform3fv"); in shader_glsl_ffp_vertex_lightambient_uniform()
1354 checkGLcall("setting FFP lights uniforms"); in shader_glsl_ffp_vertex_light_uniform()
1367 checkGLcall("glUniform1f"); in shader_glsl_pointsize_uniform()
1369 checkGLcall("glUniform1f"); in shader_glsl_pointsize_uniform()
1374 checkGLcall("glUniform1f"); in shader_glsl_pointsize_uniform()
1376 checkGLcall("glUniform1f"); in shader_glsl_pointsize_uniform()
1378 checkGLcall("glUniform1f"); in shader_glsl_pointsize_uniform()
1380 checkGLcall("glUniform1f"); in shader_glsl_pointsize_uniform()
1403 checkGLcall("fog emulation uniforms"); in shader_glsl_load_fog_uniform()
1508 checkGLcall("glUniform4fv"); in shader_glsl_load_constants()
1517 checkGLcall("glUniformMatrix4fv"); in shader_glsl_load_constants()
1521 checkGLcall("glUniformMatrix3fv"); in shader_glsl_load_constants()
1537 checkGLcall("glUniformMatrix4fv"); in shader_glsl_load_constants()
1541 checkGLcall("glUniformMatrix3fv"); in shader_glsl_load_constants()
1551 checkGLcall("glUniformMatrix4fv"); in shader_glsl_load_constants()
1662 checkGLcall("bump env uniforms"); in shader_glsl_load_constants()
1708 checkGLcall("fixed function uniforms"); in shader_glsl_load_constants()
1719 checkGLcall("alpha test emulation uniform"); in shader_glsl_load_constants()
6976 checkGLcall("glCreateShader(GL_VERTEX_SHADER)"); in shader_glsl_generate_vs3_rasterizer_input_setup()
9758 checkGLcall("glAttachShader"); in shader_glsl_compile_compute_shader()
9767 checkGLcall("glUseProgram"); in shader_glsl_compile_compute_shader()
9774 checkGLcall("glUseProgram"); in shader_glsl_compile_compute_shader()
9983 checkGLcall("glAttachShader"); in set_glsl_shader_program()
9999 checkGLcall("glAttachShader"); in set_glsl_shader_program()
10037 checkGLcall("glBindAttribLocation"); in set_glsl_shader_program()
10050 checkGLcall("glBindFragDataLocationIndexed"); in set_glsl_shader_program()
10059 checkGLcall("glBindFragDataLocation"); in set_glsl_shader_program()
10069 checkGLcall("glAttachShader"); in set_glsl_shader_program()
10078 checkGLcall("glAttachShader"); in set_glsl_shader_program()
10087 checkGLcall("glAttachShader"); in set_glsl_shader_program()
10099 checkGLcall("glAttachShader"); in set_glsl_shader_program()
10115 checkGLcall("find glsl program uniform locations"); in set_glsl_shader_program()
10148 checkGLcall("glUseProgram"); in set_glsl_shader_program()
10309 checkGLcall("glClampColorARB"); in shader_glsl_select()
10322 checkGLcall("glUseProgram"); in shader_glsl_select()
10349 checkGLcall("glUseProgram"); in shader_glsl_select_compute()
10382 checkGLcall("glUseProgram"); in shader_glsl_disable()
10391 checkGLcall("glClampColorARB"); in shader_glsl_disable()
10448 checkGLcall("glDeleteShader"); in shader_glsl_destroy()
10470 checkGLcall("glDeleteShader"); in shader_glsl_destroy()
10492 checkGLcall("glDeleteShader"); in shader_glsl_destroy()
10514 checkGLcall("glDeleteShader"); in shader_glsl_destroy()
10536 checkGLcall("glDeleteShader"); in shader_glsl_destroy()
10558 checkGLcall("glDeleteShader"); in shader_glsl_destroy()
10757 checkGLcall("GL_PROGRAM_POINT_SIZE"); in shader_glsl_init_context_state()
11795 checkGLcall("glAlphaFunc"); in glsl_fragment_pipe_alpha_test_func()
11813 checkGLcall("glEnable(GL_ALPHA_TEST)"); in glsl_fragment_pipe_alpha_test()
11818 checkGLcall("glDisable(GL_ALPHA_TEST)"); in glsl_fragment_pipe_alpha_test()