Searched defs:compiled (Results 1 - 12 of 12) sorted by relevance
/frameworks/native/opengl/tests/gl2_jni/jni/ |
H A D | gl_code.cpp | 47 GLint compiled = 0; local 48 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 49 if (!compiled) {
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/frameworks/native/opengl/tests/gldual/jni/ |
H A D | gl_code.cpp | 47 GLint compiled = 0; local 48 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 49 if (!compiled) {
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/frameworks/av/cmds/screenrecord/ |
H A D | Program.cpp | 148 GLint compiled = 0; local 149 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 150 if (!compiled) {
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/frameworks/native/cmds/flatland/ |
H A D | GLHelper.cpp | 300 GLint compiled = 0; local 301 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 302 if (!compiled) {
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/frameworks/native/libs/gui/tests/ |
H A D | GLTest.cpp | 263 GLint compiled = 0; local 264 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 266 if (!compiled) {
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/frameworks/native/opengl/tests/gl2_basic/ |
H A D | gl2_basic.cpp | 90 GLint compiled = 0; local 91 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 92 if (!compiled) {
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/frameworks/native/opengl/tests/gl_perf/ |
H A D | fill_common.cpp | 38 GLint compiled = 0; local 39 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 40 if (!compiled) {
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/frameworks/native/opengl/tests/gl2_copyTexImage/ |
H A D | gl2_copyTexImage.cpp | 81 GLint compiled = 0; local 82 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 83 if (!compiled) {
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/frameworks/native/opengl/tests/gl2_yuvtex/ |
H A D | gl2_yuvtex.cpp | 88 GLint compiled = 0; local 89 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 90 if (!compiled) {
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/frameworks/rs/driver/ |
H A D | rsdShader.cpp | 252 GLint compiled = 0; local 253 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); 254 if (!compiled) {
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/frameworks/rs/cpu_ref/ |
H A D | rsCpuScriptGroup2.cpp | 525 bool compiled = rsuExecuteCommand(RsdCpuScriptImpl::BCC_EXE_PATH, local 528 if (!compiled) {
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/frameworks/base/media/mca/filterfw/native/core/ |
H A D | shader_program.cpp | 256 // Make sure we haven't compiled and linked already 307 GLint compiled = 0; local 308 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 309 if (!compiled) { 344 // Attach all compiled shaders
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