Searched defs:compiled (Results 1 - 12 of 12) sorted by relevance

/frameworks/native/opengl/tests/gl2_jni/jni/
H A Dgl_code.cpp42 GLint compiled = 0; local
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
44 if (!compiled) {
/frameworks/native/opengl/tests/gldual/jni/
H A Dgl_code.cpp42 GLint compiled = 0; local
43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
44 if (!compiled) {
/frameworks/av/cmds/screenrecord/
H A DProgram.cpp148 GLint compiled = 0; local
149 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
150 if (!compiled) {
/frameworks/native/cmds/flatland/
H A DGLHelper.cpp315 GLint compiled = 0; local
316 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
317 if (!compiled) {
/frameworks/native/libs/gui/tests/
H A DGLTest.cpp261 GLint compiled = 0; local
262 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
264 if (!compiled) {
/frameworks/native/opengl/tests/gl2_basic/
H A Dgl2_basic.cpp81 GLint compiled = 0; local
82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
83 if (!compiled) {
/frameworks/native/opengl/tests/gl_perf/
H A Dfill_common.cpp38 GLint compiled = 0; local
39 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
40 if (!compiled) {
/frameworks/native/opengl/tests/gl2_copyTexImage/
H A Dgl2_copyTexImage.cpp81 GLint compiled = 0; local
82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
83 if (!compiled) {
/frameworks/native/opengl/tests/gl2_yuvtex/
H A Dgl2_yuvtex.cpp88 GLint compiled = 0; local
89 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
90 if (!compiled) {
/frameworks/rs/driver/
H A DrsdShader.cpp248 GLint compiled = 0; local
249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
250 if (!compiled) {
/frameworks/av/media/libstagefright/tests/
H A DSurfaceMediaSource_test.cpp205 GLint compiled = 0; local
206 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
208 if (!compiled) {
/frameworks/base/media/mca/filterfw/native/core/
H A Dshader_program.cpp263 // Make sure we haven't compiled and linked already
314 GLint compiled = 0; local
315 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
316 if (!compiled) {
351 // Attach all compiled shaders

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