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C++ ANGLE_TRY函数代码示例

本文整理汇总了C++中ANGLE_TRY函数的典型用法代码示例。如果您正苦于以下问题:C++ ANGLE_TRY函数的具体用法?C++ ANGLE_TRY怎么用?C++ ANGLE_TRY使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了ANGLE_TRY函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ANGLE_TRY

gl::Error Image11::map(const gl::Context *context, D3D11_MAP mapType, D3D11_MAPPED_SUBRESOURCE *map)
{
    // We must recover from the TextureStorage if necessary, even for D3D11_MAP_WRITE.
    ANGLE_TRY(recoverFromAssociatedStorage(context));

    const TextureHelper11 *stagingTexture = nullptr;
    unsigned int subresourceIndex  = 0;
    ANGLE_TRY(getStagingTexture(&stagingTexture, &subresourceIndex));

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    ASSERT(stagingTexture && stagingTexture->valid());
    HRESULT result = deviceContext->Map(stagingTexture->get(), subresourceIndex, mapType, 0, map);

    if (FAILED(result))
    {
        // this can fail if the device is removed (from TDR)
        if (d3d11::isDeviceLostError(result))
        {
            mRenderer->notifyDeviceLost();
        }
        return gl::OutOfMemory() << "Failed to map staging texture, " << gl::FmtHR(result);
    }

    mDirty = true;

    return gl::NoError();
}
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:28,代码来源:Image11.cpp

示例2: ANGLE_TRY

egl::Error DisplayGLX::waitNative(const gl::Context *context, EGLint engine) const
{
    // eglWaitNative is used to notice the driver of changes in X11 for the current surface, such as
    // changes of the window size. We use this event to update the child window of WindowSurfaceGLX
    // to match its parent window's size.
    // Handling eglWaitNative this way helps the application control when resize happens. This is
    // important because drivers have a tendency to clobber the back buffer when the windows are
    // resized. See http://crbug.com/326995
    egl::Surface *drawSurface = context->getCurrentDrawSurface();
    egl::Surface *readSurface = context->getCurrentReadSurface();
    if (drawSurface != nullptr)
    {
        SurfaceGLX *glxDrawSurface = GetImplAs<SurfaceGLX>(drawSurface);
        ANGLE_TRY(glxDrawSurface->checkForResize());
    }

    if (readSurface != drawSurface && readSurface != nullptr)
    {
        SurfaceGLX *glxReadSurface = GetImplAs<SurfaceGLX>(readSurface);
        ANGLE_TRY(glxReadSurface->checkForResize());
    }

    // We still need to forward the resizing of the child window to the driver.
    mGLX.waitX();
    return egl::NoError();
}
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:26,代码来源:DisplayGLX.cpp

示例3: ValidateCreateStreamProducerD3DTextureNV12ANGLE

Error ValidateCreateStreamProducerD3DTextureNV12ANGLE(const Display *display,
        const Stream *stream,
        const AttributeMap &attribs)
{
    ANGLE_TRY(ValidateDisplay(display));

    const DisplayExtensions &displayExtensions = display->getExtensions();
    if (!displayExtensions.streamProducerD3DTextureNV12)
    {
        return Error(EGL_BAD_ACCESS, "Stream producer extension not active");
    }

    ANGLE_TRY(ValidateStream(display, stream));

    if (!attribs.isEmpty())
    {
        return Error(EGL_BAD_ATTRIBUTE, "Invalid attribute");
    }

    if (stream->getState() != EGL_STREAM_STATE_CONNECTING_KHR)
    {
        return Error(EGL_BAD_STATE_KHR, "Stream not in connecting state");
    }

    if (stream->getConsumerType() != Stream::ConsumerType::GLTextureYUV ||
            stream->getPlaneCount() != 2)
    {
        return Error(EGL_BAD_MATCH, "Incompatible stream consumer type");
    }

    return Error(EGL_SUCCESS);
}
开发者ID:servo,项目名称:angle,代码行数:32,代码来源:validationEGL.cpp

示例4: GetVertexRangeInfo

angle::Result GetVertexRangeInfo(const gl::Context *context,
                                 GLint firstVertex,
                                 GLsizei vertexOrIndexCount,
                                 gl::DrawElementsType indexTypeOrInvalid,
                                 const void *indices,
                                 GLint baseVertex,
                                 GLint *startVertexOut,
                                 size_t *vertexCountOut)
{
    if (indexTypeOrInvalid != gl::DrawElementsType::InvalidEnum)
    {
        gl::IndexRange indexRange;
        ANGLE_TRY(context->getState().getVertexArray()->getIndexRange(
            context, indexTypeOrInvalid, vertexOrIndexCount, indices, &indexRange));
        ANGLE_TRY(ComputeStartVertex(context->getImplementation(), indexRange, baseVertex,
                                     startVertexOut));
        *vertexCountOut = indexRange.vertexCount();
    }
    else
    {
        *startVertexOut = firstVertex;
        *vertexCountOut = vertexOrIndexCount;
    }
    return angle::Result::Continue;
}
开发者ID:null77,项目名称:angle,代码行数:25,代码来源:renderer_utils.cpp

示例5: UsePresentPathFast

gl::Error Framebuffer11::clearImpl(const gl::Context *context, const ClearParameters &clearParams)
{
    Clear11 *clearer = mRenderer->getClearer();

    const gl::FramebufferAttachment *colorAttachment = mState.getFirstColorAttachment();
    if (clearParams.scissorEnabled == true && colorAttachment != nullptr &&
        UsePresentPathFast(mRenderer, colorAttachment))
    {
        // If the current framebuffer is using the default colorbuffer, and present path fast is
        // active, and the scissor rect is enabled, then we should invert the scissor rect
        // vertically
        ClearParameters presentPathFastClearParams = clearParams;
        gl::Extents framebufferSize                = colorAttachment->getSize();
        presentPathFastClearParams.scissor.y       = framebufferSize.height -
                                               presentPathFastClearParams.scissor.y -
                                               presentPathFastClearParams.scissor.height;
        ANGLE_TRY(clearer->clearFramebuffer(context, presentPathFastClearParams, mState));
    }
    else
    {
        ANGLE_TRY(clearer->clearFramebuffer(context, clearParams, mState));
    }

    ANGLE_TRY(markAttachmentsDirty(context));

    return gl::NoError();
}
开发者ID:jrmuizel,项目名称:angle,代码行数:27,代码来源:Framebuffer11.cpp

示例6: ANGLE_TRY

angle::Result PixelTransfer11::buildShaderMap(const gl::Context *context)
{
    d3d11::PixelShader bufferToTextureFloat;
    d3d11::PixelShader bufferToTextureInt;
    d3d11::PixelShader bufferToTextureUint;

    Context11 *context11 = GetImplAs<Context11>(context);

    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4F),
                                          &bufferToTextureFloat));
    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4I),
                                          &bufferToTextureInt));
    ANGLE_TRY(mRenderer->allocateResource(context11, ShaderData(g_PS_BufferToTexture_4UI),
                                          &bufferToTextureUint));

    bufferToTextureFloat.setDebugName("BufferToTexture RGBA ps");
    bufferToTextureInt.setDebugName("BufferToTexture RGBA-I ps");
    bufferToTextureUint.setDebugName("BufferToTexture RGBA-UI ps");

    mBufferToTexturePSMap[GL_FLOAT]        = std::move(bufferToTextureFloat);
    mBufferToTexturePSMap[GL_INT]          = std::move(bufferToTextureInt);
    mBufferToTexturePSMap[GL_UNSIGNED_INT] = std::move(bufferToTextureUint);

    return angle::Result::Continue();
}
开发者ID:jasonLaster,项目名称:gecko-dev,代码行数:25,代码来源:PixelTransfer11.cpp

示例7: ASSERT

// static
angle::Result VertexDataManager::StoreStaticAttrib(const gl::Context *context,
                                                   TranslatedAttribute *translated)
{
    ASSERT(translated->attribute && translated->binding);
    const auto &attrib  = *translated->attribute;
    const auto &binding = *translated->binding;

    gl::Buffer *buffer = binding.getBuffer().get();
    ASSERT(buffer && attrib.enabled && !DirectStoragePossible(context, attrib, binding));
    BufferD3D *bufferD3D = GetImplAs<BufferD3D>(buffer);

    // Compute source data pointer
    const uint8_t *sourceData = nullptr;
    const int offset          = static_cast<int>(ComputeVertexAttributeOffset(attrib, binding));

    ANGLE_TRY(bufferD3D->getData(context, &sourceData));
    sourceData += offset;

    unsigned int streamOffset = 0;

    translated->storage = nullptr;
    ANGLE_TRY(bufferD3D->getFactory()->getVertexSpaceRequired(context, attrib, binding, 1, 0,
                                                              &translated->stride));

    auto *staticBuffer = bufferD3D->getStaticVertexBuffer(attrib, binding);
    ASSERT(staticBuffer);

    if (staticBuffer->empty())
    {
        // Convert the entire buffer
        int totalCount =
            ElementsInBuffer(attrib, binding, static_cast<unsigned int>(bufferD3D->getSize()));
        int startIndex = offset / static_cast<int>(ComputeVertexAttributeStride(attrib, binding));

        ANGLE_TRY(staticBuffer->storeStaticAttribute(context, attrib, binding, -startIndex,
                                                     totalCount, 0, sourceData));
    }

    unsigned int firstElementOffset =
        (static_cast<unsigned int>(offset) /
         static_cast<unsigned int>(ComputeVertexAttributeStride(attrib, binding))) *
        translated->stride;

    VertexBuffer *vertexBuffer = staticBuffer->getVertexBuffer();

    CheckedNumeric<unsigned int> checkedOffset(streamOffset);
    checkedOffset += firstElementOffset;

    ANGLE_CHECK_HR_MATH(GetImplAs<ContextD3D>(context), checkedOffset.IsValid());

    translated->vertexBuffer.set(vertexBuffer);
    translated->serial = vertexBuffer->getSerial();
    translated->baseOffset = streamOffset + firstElementOffset;

    // Instanced vertices do not apply the 'start' offset
    translated->usesFirstVertexOffset = (binding.getDivisor() == 0);

    return angle::Result::Continue();
}
开发者ID:jasonLaster,项目名称:gecko-dev,代码行数:60,代码来源:VertexDataManager.cpp

示例8: ASSERT

// For each Direct3D sampler of either the pixel or vertex stage,
// looks up the corresponding OpenGL texture image unit and texture type,
// and sets the texture and its addressing/filtering state (or NULL when inactive).
// Sampler mapping needs to be up-to-date on the program object before this is called.
gl::Error RendererD3D::applyTextures(GLImplFactory *implFactory,
                                     const gl::ContextState &data,
                                     gl::SamplerType shaderType,
                                     const FramebufferTextureArray &framebufferTextures,
                                     size_t framebufferTextureCount)
{
    ProgramD3D *programD3D = GetImplAs<ProgramD3D>(data.state->getProgram());

    ASSERT(!programD3D->isSamplerMappingDirty());

    unsigned int samplerRange = programD3D->getUsedSamplerRange(shaderType);
    for (unsigned int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++)
    {
        GLenum textureType = programD3D->getSamplerTextureType(shaderType, samplerIndex);
        GLint textureUnit = programD3D->getSamplerMapping(shaderType, samplerIndex, *data.caps);
        if (textureUnit != -1)
        {
            gl::Texture *texture = data.state->getSamplerTexture(textureUnit, textureType);
            ASSERT(texture);

            gl::Sampler *samplerObject = data.state->getSampler(textureUnit);

            const gl::SamplerState &samplerState =
                samplerObject ? samplerObject->getSamplerState() : texture->getSamplerState();

            // TODO: std::binary_search may become unavailable using older versions of GCC
            if (texture->getTextureState().isSamplerComplete(samplerState, data) &&
                !std::binary_search(framebufferTextures.begin(),
                                    framebufferTextures.begin() + framebufferTextureCount, texture))
            {
                ANGLE_TRY(setSamplerState(shaderType, samplerIndex, texture, samplerState));
                ANGLE_TRY(setTexture(shaderType, samplerIndex, texture));
            }
            else
            {
                // Texture is not sampler complete or it is in use by the framebuffer.  Bind the incomplete texture.
                gl::Texture *incompleteTexture = getIncompleteTexture(implFactory, textureType);

                ANGLE_TRY(setSamplerState(shaderType, samplerIndex, incompleteTexture,
                                          incompleteTexture->getSamplerState()));
                ANGLE_TRY(setTexture(shaderType, samplerIndex, incompleteTexture));
            }
        }
        else
        {
            // No texture bound to this slot even though it is used by the shader, bind a NULL texture
            ANGLE_TRY(setTexture(shaderType, samplerIndex, nullptr));
        }
    }

    // Set all the remaining textures to NULL
    size_t samplerCount = (shaderType == gl::SAMPLER_PIXEL) ? data.caps->maxTextureImageUnits
                                                            : data.caps->maxVertexTextureImageUnits;
    clearTextures(shaderType, samplerRange, samplerCount);

    return gl::NoError();
}
开发者ID:bats20082008,项目名称:angle,代码行数:61,代码来源:RendererD3D.cpp

示例9: ANGLE_TRY

Error Renderbuffer::onDestroy(const Context *context)
{
    ANGLE_TRY(orphanImages(context));

    if (mImplementation)
    {
        ANGLE_TRY(mImplementation->onDestroy(context));
    }

    return NoError();
}
开发者ID:jrmuizel,项目名称:angle,代码行数:11,代码来源:Renderbuffer.cpp

示例10: getBoundFramebufferTextures

gl::Error RendererD3D::applyTextures(GLImplFactory *implFactory, const gl::ContextState &data)
{
    FramebufferTextureArray framebufferTextures;
    size_t framebufferSerialCount = getBoundFramebufferTextures(data, &framebufferTextures);

    ANGLE_TRY(applyTextures(implFactory, data, gl::SAMPLER_VERTEX, framebufferTextures,
                            framebufferSerialCount));
    ANGLE_TRY(applyTextures(implFactory, data, gl::SAMPLER_PIXEL, framebufferTextures,
                            framebufferSerialCount));
    return gl::NoError();
}
开发者ID:bats20082008,项目名称:angle,代码行数:11,代码来源:RendererD3D.cpp

示例11: ValidateStreamPostD3DTextureNV12ANGLE

Error ValidateStreamPostD3DTextureNV12ANGLE(const Display *display,
        const Stream *stream,
        void *texture,
        const AttributeMap &attribs)
{
    ANGLE_TRY(ValidateDisplay(display));

    const DisplayExtensions &displayExtensions = display->getExtensions();
    if (!displayExtensions.streamProducerD3DTextureNV12)
    {
        return Error(EGL_BAD_ACCESS, "Stream producer extension not active");
    }

    ANGLE_TRY(ValidateStream(display, stream));

    for (auto &attributeIter : attribs)
    {
        EGLAttrib attribute = attributeIter.first;
        EGLAttrib value     = attributeIter.second;

        switch (attribute)
        {
        case EGL_D3D_TEXTURE_SUBRESOURCE_ID_ANGLE:
            if (value < 0)
            {
                return Error(EGL_BAD_PARAMETER, "Invalid subresource index");
            }
            break;
        default:
            return Error(EGL_BAD_ATTRIBUTE, "Invalid attribute");
        }
    }

    if (stream->getState() != EGL_STREAM_STATE_EMPTY_KHR &&
            stream->getState() != EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR &&
            stream->getState() != EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR)
    {
        return Error(EGL_BAD_STATE_KHR, "Stream not fully configured");
    }

    if (stream->getProducerType() != Stream::ProducerType::D3D11TextureNV12)
    {
        return Error(EGL_BAD_MATCH, "Incompatible stream producer");
    }

    if (texture == nullptr)
    {
        return egl::Error(EGL_BAD_PARAMETER, "Texture is null");
    }

    return stream->validateD3D11NV12Texture(texture);
}
开发者ID:servo,项目名称:angle,代码行数:52,代码来源:validationEGL.cpp

示例12: reset

gl::LinkResult ProgramVk::link(const gl::Context *glContext,
                               const gl::ProgramLinkedResources &resources,
                               gl::InfoLog &infoLog)
{
    ContextVk *contextVk           = vk::GetImpl(glContext);
    RendererVk *renderer           = contextVk->getRenderer();
    GlslangWrapper *glslangWrapper = renderer->getGlslangWrapper();
    VkDevice device                = renderer->getDevice();

    reset(device);

    std::vector<uint32_t> vertexCode;
    std::vector<uint32_t> fragmentCode;
    bool linkSuccess = false;
    ANGLE_TRY_RESULT(
        glslangWrapper->linkProgram(glContext, mState, resources, &vertexCode, &fragmentCode),
        linkSuccess);
    if (!linkSuccess)
    {
        return false;
    }

    {
        VkShaderModuleCreateInfo vertexShaderInfo;
        vertexShaderInfo.sType    = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
        vertexShaderInfo.pNext    = nullptr;
        vertexShaderInfo.flags    = 0;
        vertexShaderInfo.codeSize = vertexCode.size() * sizeof(uint32_t);
        vertexShaderInfo.pCode    = vertexCode.data();

        ANGLE_TRY(mLinkedVertexModule.init(device, vertexShaderInfo));
    }

    {
        VkShaderModuleCreateInfo fragmentShaderInfo;
        fragmentShaderInfo.sType    = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
        fragmentShaderInfo.pNext    = nullptr;
        fragmentShaderInfo.flags    = 0;
        fragmentShaderInfo.codeSize = fragmentCode.size() * sizeof(uint32_t);
        fragmentShaderInfo.pCode    = fragmentCode.data();

        ANGLE_TRY(mLinkedFragmentModule.init(device, fragmentShaderInfo));
    }

    ANGLE_TRY(initPipelineLayout(contextVk));
    ANGLE_TRY(initDescriptorSets(contextVk));
    ANGLE_TRY(initDefaultUniformBlocks(glContext));

    return true;
}
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:50,代码来源:ProgramVk.cpp

示例13: ANGLE_TRY

gl::Error Framebuffer11::markAttachmentsDirty() const
{
    for (const auto &colorAttachment : mState.getColorAttachments())
    {
        if (colorAttachment.isAttached())
        {
            ANGLE_TRY(MarkAttachmentsDirty(&colorAttachment));
        }
    }

    ANGLE_TRY(MarkAttachmentsDirty(mState.getDepthAttachment()));
    ANGLE_TRY(MarkAttachmentsDirty(mState.getStencilAttachment()));

    return gl::NoError();
}
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:15,代码来源:Framebuffer11.cpp

示例14: ANGLE_TRY

gl::Error HLSLCompiler::disassembleBinary(ID3DBlob *shaderBinary, std::string *disassemblyOut)
{
    ANGLE_TRY(ensureInitialized());

    // Retrieve disassembly
    UINT flags = D3D_DISASM_ENABLE_DEFAULT_VALUE_PRINTS | D3D_DISASM_ENABLE_INSTRUCTION_NUMBERING;
    ID3DBlob *disassembly = nullptr;
    pD3DDisassemble disassembleFunc = reinterpret_cast<pD3DDisassemble>(mD3DDisassembleFunc);
    LPCVOID buffer = shaderBinary->GetBufferPointer();
    SIZE_T bufSize = shaderBinary->GetBufferSize();
    HRESULT result = disassembleFunc(buffer, bufSize, flags, "", &disassembly);

    if (SUCCEEDED(result))
    {
        *disassemblyOut = std::string(reinterpret_cast<const char*>(disassembly->GetBufferPointer()));
    }
    else
    {
        *disassemblyOut = "";
    }

    SafeRelease(disassembly);

    return gl::NoError();
}
开发者ID:Wafflespeanut,项目名称:gecko-dev,代码行数:25,代码来源:HLSLCompiler.cpp

示例15: ANGLE_TRY

angle::Result ContextGL::drawRangeElements(const gl::Context *context,
                                           gl::PrimitiveMode mode,
                                           GLuint start,
                                           GLuint end,
                                           GLsizei count,
                                           gl::DrawElementsType type,
                                           const void *indices)
{
    const gl::Program *program   = context->getState().getProgram();
    const bool usesMultiview     = program->usesMultiview();
    const GLsizei instanceCount  = usesMultiview ? program->getNumViews() : 0;
    const void *drawIndexPointer = nullptr;

    ANGLE_TRY(
        setDrawElementsState(context, count, type, indices, instanceCount, &drawIndexPointer));
    if (!usesMultiview)
    {
        getFunctions()->drawRangeElements(ToGLenum(mode), start, end, count, ToGLenum(type),
                                          drawIndexPointer);
    }
    else
    {
        getFunctions()->drawElementsInstanced(ToGLenum(mode), count, ToGLenum(type),
                                              drawIndexPointer, instanceCount);
    }
    return angle::Result::Continue;
}
开发者ID:google,项目名称:angle,代码行数:27,代码来源:ContextGL.cpp


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