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Searched refs:checkGLcall (Results 1 – 16 of 16) sorted by relevance

/reactos/dll/directx/wine/wined3d/
H A Dstate.c385 checkGLcall("glDepthFunc"); in state_zfunc()
628 checkGLcall("glBlendColor"); in state_blendfactor()
650 checkGLcall("blend state"); in state_blend_object()
1028 checkGLcall("glStencilMask"); in state_stencilwrite2s()
1040 checkGLcall("glStencilMask"); in state_stencilwrite()
1595 checkGLcall("glColorMaski"); in set_color_mask()
1834 checkGLcall("depth bias"); in state_depthbias()
3864 checkGLcall("glClipPlane"); in clipplane()
4925 checkGLcall("glScissor"); in scissorrect()
4954 checkGLcall("glFrontFace"); in frontface()
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H A Dcontext.c82 checkGLcall("glBindFramebuffer()"); in context_bind_fbo()
934 checkGLcall("glGenQueries"); in context_alloc_timestamp_query()
973 checkGLcall("glGenQueries"); in context_alloc_so_statistics_query()
1014 checkGLcall("glGenQueries"); in context_alloc_pipeline_statistics_query()
2390 checkGLcall("glViewport"); in set_blit_dimension()
2610 checkGLcall("glColorMask"); in SetupForBlit()
2711 checkGLcall("glDrawBuffer()"); in context_set_draw_buffer()
2720 checkGLcall("glActiveTexture"); in context_active_texture()
2799 checkGLcall("bind texture"); in context_bind_texture()
4378 checkGLcall("glMemoryBarrier"); in dispatch_compute()
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H A Dquery.c122 checkGLcall("glClientWaitSync"); in wined3d_fence_test()
144 checkGLcall("glTestFenceAPPLE"); in wined3d_fence_test()
153 checkGLcall("glTestFenceNV"); in wined3d_fence_test()
231 checkGLcall("glFinishFenceNV"); in wined3d_fence_wait()
262 checkGLcall("glDeleteSync"); in wined3d_fence_issue()
264 checkGLcall("glFenceSync"); in wined3d_fence_issue()
269 checkGLcall("glSetFenceAPPLE"); in wined3d_fence_issue()
274 checkGLcall("glSetFenceNV"); in wined3d_fence_issue()
751 checkGLcall("begin query"); in wined3d_so_statistics_query_ops_issue()
842 checkGLcall("end query"); in wined3d_pipeline_statistics_query_end()
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H A Dsurface.c204 checkGLcall("glTexParameteri"); in draw_textured_quad()
207 checkGLcall("glTexParameteri"); in draw_textured_quad()
213 checkGLcall("glTexEnvi"); in draw_textured_quad()
463 checkGLcall("glReadBuffer()"); in surface_blt_fbo()
658 checkGLcall("glBindBuffer"); in surface_download_data()
1635 checkGLcall("glReadBuffer"); in read_from_framebuffer()
1648 checkGLcall("glPixelStorei"); in read_from_framebuffer()
1655 checkGLcall("glReadPixels"); in read_from_framebuffer()
1659 checkGLcall("glPixelStorei"); in read_from_framebuffer()
1739 checkGLcall("glReadBuffer"); in surface_load_fb_texture()
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H A Dnvidia_texture_shader.c57 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, ...)"); in nvts_activate_dimensions()
77 checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_NONE)"); in nvts_activate_dimensions()
474 checkGLcall("set_tex_op_nvrc()"); in set_tex_op_nvrc()
518 checkGLcall("glDisable(GL_TEXTURE_2D)"); in nvrc_colorop()
520 checkGLcall("glDisable(GL_TEXTURE_3D)"); in nvrc_colorop()
524 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)"); in nvrc_colorop()
529 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)"); in nvrc_colorop()
661 checkGLcall("glEnable(GL_REGISTER_COMBINERS_NV)"); in nvrc_enable()
666 checkGLcall("glDisable(GL_REGISTER_COMBINERS_NV)"); in nvrc_enable()
677 checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)"); in nvts_enable()
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H A Dtexture.c206 checkGLcall("PBO upload"); in wined3d_texture_copy_sysmem_location()
218 checkGLcall("PBO download"); in wined3d_texture_copy_sysmem_location()
415 checkGLcall("glDeleteBuffers");
759 checkGLcall("glGenTextures");
1756 checkGLcall("glBindBuffer");
1778 checkGLcall("glBindBuffer");
1821 checkGLcall("glBindBuffer");
1829 checkGLcall("glGetTexImage");
1850 checkGLcall("glBindBuffer");
2943 checkGLcall("glTexSubImage3D");
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H A Dbuffer.c185 checkGLcall("glDeleteBuffers"); in buffer_destroy_buffer_object()
244 checkGLcall("glBufferParameteriAPPLE"); in buffer_create_buffer_object()
549 checkGLcall("glBufferSubData"); in wined3d_buffer_upload_ranges()
681 checkGLcall("buffer download"); in wined3d_buffer_load_location()
828 checkGLcall("glBufferData"); in buffer_sync_apple()
877checkGLcall("glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, … in buffer_sync_apple()
1078 checkGLcall("glMapBufferRange"); in wined3d_buffer_map()
1086 checkGLcall("glMapBuffer"); in wined3d_buffer_map()
1094 checkGLcall("glUnmapBuffer"); in wined3d_buffer_map()
1172 checkGLcall("glFlushMappedBufferRange"); in wined3d_buffer_unmap()
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H A Dutils.c2171 checkGLcall("draw quad"); in draw_test_quad()
2230 checkGLcall("draw quad"); in draw_test_quad()
3650 checkGLcall("create resources"); in wined3d_caps_gl_ctx_test_viewport_subpixel_bits()
3656 checkGLcall("draw"); in wined3d_caps_gl_ctx_test_viewport_subpixel_bits()
3661 checkGLcall("readback"); in wined3d_caps_gl_ctx_test_viewport_subpixel_bits()
3669 checkGLcall("delete resources"); in wined3d_caps_gl_ctx_test_viewport_subpixel_bits()
3717 checkGLcall("Setup framebuffer"); in wined3d_adapter_find_polyoffset_scale()
3724 checkGLcall("Misc parameters"); in wined3d_adapter_find_polyoffset_scale()
3741 checkGLcall("Test draw"); in wined3d_adapter_find_polyoffset_scale()
3746 checkGLcall("readback"); in wined3d_adapter_find_polyoffset_scale()
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H A Dview.c205 checkGLcall("Create texture view"); in create_texture_view()
221 checkGLcall("Initialize stencil view"); in create_texture_view()
266 checkGLcall("Create buffer texture"); in create_buffer_texture()
341 checkGLcall("glDeleteTextures"); in wined3d_rendertarget_view_destroy_object()
664 checkGLcall("glDeleteTextures"); in wined3d_shader_resource_view_destroy_object()
897 checkGLcall("glGenerateMipMap()"); in shader_resource_view_generate_mipmaps()
963 checkGLcall("delete resources"); in wined3d_unordered_access_view_destroy_object()
1043 checkGLcall("clear unordered access view"); in wined3d_unordered_access_view_clear_uint()
1059 checkGLcall("set atomic counter"); in wined3d_unordered_access_view_set_counter()
1108 checkGLcall("create atomic counter buffer"); in wined3d_unordered_access_view_cs_init()
H A Darb_program_shader.c466 checkGLcall("glProgramEnvParameter4fvARB()"); in shader_arb_load_constants_f()
569 checkGLcall("Load bumpmap consts"); in shader_arb_ps_local_constants()
584 checkGLcall("y correction loading"); in shader_arb_ps_local_constants()
602 checkGLcall("Load ps int consts"); in shader_arb_ps_local_constants()
632 checkGLcall("Load vs int consts"); in shader_arb_vs_local_constants()
3326 checkGLcall("glProgramStringARB()"); in shader_arb_compile()
3346 checkGLcall("glGetProgramivARB()"); in shader_arb_compile()
4732 checkGLcall("glClampColorARB"); in shader_arb_disable()
5964 checkGLcall("glEnable GL_ALPHA_TEST"); in alpha_test_arbfp()
5979 checkGLcall("glAlphaFunc"); in alpha_test_arbfp()
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H A Dsampler.c110 checkGLcall("sampler creation"); in wined3d_sampler_cs_init()
192 checkGLcall("bind sampler"); in wined3d_sampler_bind()
H A Ddirectx.c764 checkGLcall("glTexImage2D"); in match_fbo_tex_update()
781 checkGLcall("glClear"); in match_fbo_tex_update()
784 checkGLcall("glGetTexImage"); in match_fbo_tex_update()
789 checkGLcall("glBindTexture"); in match_fbo_tex_update()
811 checkGLcall("glTexImage2D"); in match_broken_rgba16()
818 checkGLcall("glBindTexture"); in match_broken_rgba16()
867 checkGLcall("glTexImage2D"); in match_broken_arb_fog()
880 checkGLcall("glClear"); in match_broken_arb_fog()
882 checkGLcall("glViewport"); in match_broken_arb_fog()
890 checkGLcall("fog setup"); in match_broken_arb_fog()
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H A Dglsl_shader.c518 checkGLcall("glShaderSource"); in shader_glsl_compile()
520 checkGLcall("glCompileShader"); in shader_glsl_compile()
1144 checkGLcall("glUniform4fv()"); in shader_glsl_load_constants_f()
1174 checkGLcall("glUniform4iv()"); in shader_glsl_load_constants_i()
1286 checkGLcall("glUniform3fv"); in shader_glsl_ffp_vertex_lightambient_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()
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H A Dati_fragment_shader.c489 checkGLcall("GL_EXTCALL(glBindFragmentShaderATI(ret))"); in gen_ati_shader()
493 checkGLcall("GL_EXTCALL(glBeginFragmentShaderATI())"); in gen_ati_shader()
948 checkGLcall("GL_EXTCALL(glEndFragmentShaderATI())"); in gen_ati_shader()
964 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_TFACTOR, &color.r)"); in atifs_tfactor()
993 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_BUMPMAT(stage), mat)"); in set_bumpmat()
1009 checkGLcall("glSetFragmentShaderConstantATI(ATIFS_CONST_STAGE(stage), &color.r)"); in atifs_stage_constant()
1257 checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)"); in atifs_enable()
1262 checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)"); in atifs_enable()
1338 checkGLcall("glDeleteFragmentShaderATI(entry->shader)"); in atifs_free_ffpshader()
H A Ddevice.c327 checkGLcall("glClearStencil"); in device_clear_render_targets()
336 checkGLcall("glClearDepth"); in device_clear_render_targets()
389 checkGLcall("glClearColor"); in device_clear_render_targets()
405 checkGLcall("glScissor"); in device_clear_render_targets()
407 checkGLcall("glClear"); in device_clear_render_targets()
442 checkGLcall("glScissor"); in device_clear_render_targets()
445 checkGLcall("glClear"); in device_clear_render_targets()
733 checkGLcall("create dummy textures"); in create_dummy_textures()
774 checkGLcall("delete dummy textures"); in destroy_dummy_textures()
5369 checkGLcall("Create buffer object");
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H A Dwined3d_private.h1463 #define checkGLcall(A) \ macro
1470 #define checkGLcall(A) do {} while(0) macro