Searched refs:currentVertexArrayObject (Results 1 – 2 of 2) sorted by relevance
780 SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && ptr, GL_INVALID_OPERATION); in s_glVertexAttribPointer()4157 … SET_ERROR_IF(ctx->m_state->currentVertexArrayObject() != 0 && pointer, GL_INVALID_OPERATION); in s_glVertexAttribIPointer()6081 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribFormat()6092 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribIFormat()6102 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexBindingDivisor()6112 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glVertexAttribBinding()6128 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glBindVertexBuffer()6143 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawArraysIndirect()6172 SET_ERROR_IF(!state->currentVertexArrayObject(), GL_INVALID_OPERATION); in s_glDrawElementsIndirect()
248 GLuint currentVertexArrayObject() const { return m_currVaoState.vaoId(); } in currentVertexArrayObject() function