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C++ checkGLcall函数代码示例

本文整理汇总了C++中checkGLcall函数的典型用法代码示例。如果您正苦于以下问题:C++ checkGLcall函数的具体用法?C++ checkGLcall怎么用?C++ checkGLcall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checkGLcall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: wined3d_volume_download_data

/* Context activation is done by the caller. */
static void wined3d_volume_download_data(struct wined3d_volume *volume,
        const struct wined3d_context *context, const struct wined3d_bo_address *data)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    const struct wined3d_format *format = volume->resource.format;

    if (format->convert)
    {
        FIXME("Attempting to download a converted volume, format %s.\n",
                debug_d3dformat(format->id));
        return;
    }

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, data->buffer_object));
        checkGLcall("glBindBufferARB");
    }

    gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_3D, volume->texture_level,
            format->glFormat, format->glType, data->addr);
    checkGLcall("glGetTexImage");

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
        checkGLcall("glBindBufferARB");
    }

}
开发者ID:alexwgo,项目名称:wine,代码行数:31,代码来源:volume.c

示例2: wined3d_volume_allocate_texture

/* Context activation is done by the caller. */
static void wined3d_volume_allocate_texture(struct wined3d_volume *volume,
        const struct wined3d_context *context, BOOL srgb)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    const struct wined3d_format *format = volume->resource.format;
    void *mem = NULL;

    if (gl_info->supported[APPLE_CLIENT_STORAGE] && !format->convert
            && volume_prepare_system_memory(volume))
    {
        TRACE("Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p\n", volume);
        gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
        checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
        mem = volume->resource.heap_memory;
        volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
    }

    GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level,
            srgb ? format->glGammaInternal : format->glInternal,
            volume->resource.width, volume->resource.height, volume->resource.depth,
            0, format->glFormat, format->glType, mem));
    checkGLcall("glTexImage3D");

    if (mem)
    {
        gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
        checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
    }
}
开发者ID:alexwgo,项目名称:wine,代码行数:30,代码来源:volume.c

示例3: wined3d_resource_copy_simple_location

/* Context activation is optionally by the caller. Context may be NULL. */
static void wined3d_resource_copy_simple_location(struct wined3d_resource *resource,
        struct wined3d_context *context, DWORD location)
{
    const struct wined3d_gl_info *gl_info;
    struct wined3d_bo_address dst, src;
    UINT size = resource->size;

    wined3d_resource_get_memory(resource, location, &dst);
    wined3d_resource_get_memory(resource, resource->locations, &src);

    if (dst.buffer_object)
    {
        gl_info = context->gl_info;
        GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, dst.buffer_object));
        GL_EXTCALL(glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, size, src.addr));
        GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
        checkGLcall("Upload PBO");
        return;
    }
    if (src.buffer_object)
    {
        gl_info = context->gl_info;
        GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, src.buffer_object));
        GL_EXTCALL(glGetBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, dst.addr));
        GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
        checkGLcall("Download PBO");
        return;
    }
    memcpy(dst.addr, src.addr, size);
}
开发者ID:zalcyon,项目名称:wine,代码行数:31,代码来源:resource.c

示例4: wined3d_volume_upload_data

/* Context activation is done by the caller. */
void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
        const struct wined3d_bo_address *data)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    const struct wined3d_format *format = volume->resource.format;

    TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
            volume, context, volume->texture_level, debug_d3dformat(format->id),
            format->id);


    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
        checkGLcall("glBindBufferARB");
    }

    GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
            volume->resource.width, volume->resource.height, volume->resource.depth,
            format->glFormat, format->glType, data->addr));
    checkGLcall("glTexSubImage3D");

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
        checkGLcall("glBindBufferARB");
    }
}
开发者ID:Kelimion,项目名称:wine,代码行数:29,代码来源:volume.c

示例5: wined3d_timestamp_query_ops_get_data

static HRESULT wined3d_timestamp_query_ops_get_data(struct wined3d_query *query,
        void *data, DWORD size, DWORD flags)
{
    struct wined3d_timestamp_query *tq = query->extendedData;
    struct wined3d_device *device = query->device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context;
    GLuint available;
    GLuint64 timestamp;
    HRESULT res;

    TRACE("query %p, data %p, size %#x, flags %#x.\n", query, data, size, flags);

    if (!tq->context)
        query->state = QUERY_CREATED;

    if (query->state == QUERY_CREATED)
    {
        /* D3D allows GetData on a new query, OpenGL doesn't. So just invent the data ourselves. */
        TRACE("Query wasn't yet started, returning S_OK.\n");
        timestamp = 0;
        fill_query_data(data, size, &timestamp, sizeof(timestamp));
        return S_OK;
    }

    if (tq->context->tid != GetCurrentThreadId())
    {
        FIXME("%p Wrong thread, returning 1.\n", query);
        timestamp = 1;
        fill_query_data(data, size, &timestamp, sizeof(timestamp));
        return S_OK;
    }

    context = context_acquire(query->device, tq->context->current_rt);

    GL_EXTCALL(glGetQueryObjectuiv(tq->id, GL_QUERY_RESULT_AVAILABLE, &available));
    checkGLcall("glGetQueryObjectuiv(GL_QUERY_RESULT_AVAILABLE)");
    TRACE("available %#x.\n", available);

    if (available)
    {
        if (size)
        {
            GL_EXTCALL(glGetQueryObjectui64v(tq->id, GL_QUERY_RESULT, &timestamp));
            checkGLcall("glGetQueryObjectui64v(GL_QUERY_RESULT)");
            TRACE("Returning timestamp %s.\n", wine_dbgstr_longlong(timestamp));
            fill_query_data(data, size, &timestamp, sizeof(timestamp));
        }
        res = S_OK;
    }
    else
    {
        res = S_FALSE;
    }

    context_release(context);

    return res;
}
开发者ID:kernelOfTruth,项目名称:wine,代码行数:59,代码来源:query.c

示例6: wined3d_volume_upload_data

/* Context activation is done by the caller. */
void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
        const struct wined3d_const_bo_address *data)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    struct wined3d_texture *texture = volume->container;
    const struct wined3d_format *format = texture->resource.format;
    unsigned int width, height, depth;
    const void *mem = data->addr;
    void *converted_mem = NULL;

    TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
            volume, context, volume->texture_level, debug_d3dformat(format->id),
            format->id);

    width = wined3d_texture_get_level_width(texture, volume->texture_level);
    height = wined3d_texture_get_level_height(texture, volume->texture_level);
    depth = wined3d_texture_get_level_depth(texture, volume->texture_level);

    if (format->convert)
    {
        UINT dst_row_pitch, dst_slice_pitch;
        UINT src_row_pitch, src_slice_pitch;

        if (data->buffer_object)
            ERR("Loading a converted volume from a PBO.\n");
        if (texture->resource.format_flags & WINED3DFMT_FLAG_BLOCKS)
            ERR("Converting a block-based format.\n");

        dst_row_pitch = width * format->conv_byte_count;
        dst_slice_pitch = dst_row_pitch * height;

        wined3d_texture_get_pitch(texture, volume->texture_level, &src_row_pitch, &src_slice_pitch);

        converted_mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
        format->convert(data->addr, converted_mem, src_row_pitch, src_slice_pitch,
                dst_row_pitch, dst_slice_pitch, width, height, depth);
        mem = converted_mem;
    }

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, data->buffer_object));
        checkGLcall("glBindBuffer");
    }

    GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
            width, height, depth,
            format->glFormat, format->glType, mem));
    checkGLcall("glTexSubImage3D");

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
        checkGLcall("glBindBuffer");
    }

    HeapFree(GetProcessHeap(), 0, converted_mem);
}
开发者ID:kholia,项目名称:wine,代码行数:59,代码来源:volume.c

示例7: IWineD3DTextureImpl_BindTexture

/* Context activation is done by the caller. */
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface, BOOL srgb) {
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
    BOOL set_gl_texture_desc;
    HRESULT hr;

    TRACE("(%p) : relay to BaseTexture\n", This);

#ifdef VBOX_WITH_WDDM
    Assert(!VBOXSHRC_IS_DISABLED(This));
#endif

    hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
    if (set_gl_texture_desc && SUCCEEDED(hr)) {
        UINT i;
        struct gl_texture *gl_tex;

        if(This->baseTexture.is_srgb) {
            gl_tex = &This->baseTexture.texture_srgb;
        } else {
            gl_tex = &This->baseTexture.texture_rgb;
        }

        for (i = 0; i < This->baseTexture.levels; ++i) {
            surface_set_texture_name(This->surfaces[i], gl_tex->name, This->baseTexture.is_srgb);
        }

        /* Conditinal non power of two textures use a different clamping default. If we're using the GL_WINE_normalized_texrect
         * partial driver emulation, we're dealing with a GL_TEXTURE_2D texture which has the address mode set to repeat - something
         * that prevents us from hitting the accelerated codepath. Thus manually set the GL state. The same applies to filtering.
         * Even if the texture has only one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW fallback on macos.
         */
        if(IWineD3DBaseTexture_IsCondNP2(iface)) {
#ifdef VBOX_WITH_WDDM
            if (!VBOXSHRC_IS_SHARED_OPENED(This))
#endif
            {
                ENTER_GL();
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
                glTexParameteri(IWineD3DTexture_GetTextureDimensions(iface), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                checkGLcall("glTexParameteri(dimension, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
                LEAVE_GL();
            }
            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
        }
    }

    return hr;
}
开发者ID:virendramishra,项目名称:VirtualBox4.1.18,代码行数:58,代码来源:texture.c

示例8: texture2d_bind

/* Context activation is done by the caller. */
static HRESULT texture2d_bind(struct wined3d_texture *texture,
        const struct wined3d_gl_info *gl_info, BOOL srgb)
{
    BOOL set_gl_texture_desc;
    HRESULT hr;

    TRACE("texture %p, gl_info %p, srgb %#x.\n", texture, gl_info, srgb);

    hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);
    if (set_gl_texture_desc && SUCCEEDED(hr))
    {
        UINT sub_count = texture->level_count * texture->layer_count;
        BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]
                && (texture->flags & WINED3D_TEXTURE_IS_SRGB);
        struct gl_texture *gl_tex;
        UINT i;

        gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);

        for (i = 0; i < sub_count; ++i)
        {
            struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);
            surface_set_texture_name(surface, gl_tex->name, srgb_tex);
        }

        /* Conditinal non power of two textures use a different clamping
         * default. If we're using the GL_WINE_normalized_texrect partial
         * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
         * has the address mode set to repeat - something that prevents us
         * from hitting the accelerated codepath. Thus manually set the GL
         * state. The same applies to filtering. Even if the texture has only
         * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
         * fallback on macos. */
        if (texture->flags & WINED3D_TEXTURE_COND_NP2)
        {
            GLenum target = texture->target;

            ENTER_GL();
            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
            LEAVE_GL();
            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
        }
    }

    return hr;
}
开发者ID:carlosbislip,项目名称:wine,代码行数:58,代码来源:texture.c

示例9: wined3d_volume_upload_data

/* Context activation is done by the caller. */
void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
        const struct wined3d_bo_address *data)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    const struct wined3d_format *format = volume->resource.format;
    UINT width = volume->resource.width;
    UINT height = volume->resource.height;
    UINT depth = volume->resource.depth;
    BYTE *mem = data->addr;

    TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
            volume, context, volume->texture_level, debug_d3dformat(format->id),
            format->id);

    if (format->convert)
    {
        UINT dst_row_pitch, dst_slice_pitch;
        UINT src_row_pitch, src_slice_pitch;
        UINT alignment = volume->resource.device->surface_alignment;

        if (data->buffer_object)
            ERR("Loading a converted volume from a PBO.\n");
        if (format->flags & WINED3DFMT_FLAG_BLOCKS)
            ERR("Converting a block-based format.\n");

        dst_row_pitch = width * format->conv_byte_count;
        dst_row_pitch = (dst_row_pitch + alignment - 1) & ~(alignment - 1);
        dst_slice_pitch = dst_row_pitch * height;

        wined3d_volume_get_pitch(volume, &src_row_pitch, &src_slice_pitch);

        mem = HeapAlloc(GetProcessHeap(), 0, dst_slice_pitch * depth);
        format->convert(data->addr, mem, src_row_pitch, src_slice_pitch,
                dst_row_pitch, dst_slice_pitch, width, height, depth);
    }

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
        checkGLcall("glBindBufferARB");
    }

    GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
            width, height, depth,
            format->glFormat, format->glType, mem));
    checkGLcall("glTexSubImage3D");

    if (data->buffer_object)
    {
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
        checkGLcall("glBindBufferARB");
    }

    if (mem != data->addr)
        HeapFree(GetProcessHeap(), 0, mem);
}
开发者ID:alexwgo,项目名称:wine,代码行数:57,代码来源:volume.c

示例10: texture_bind

/* Context activation is done by the caller. */
static HRESULT texture_bind(IWineD3DBaseTextureImpl *texture, BOOL srgb)
{
    BOOL set_gl_texture_desc;
    HRESULT hr;

    TRACE("texture %p, srgb %#x.\n", texture, srgb);

    hr = basetexture_bind(texture, srgb, &set_gl_texture_desc);
    if (set_gl_texture_desc && SUCCEEDED(hr))
    {
        UINT i;
        struct gl_texture *gl_tex;

        if (texture->baseTexture.is_srgb)
            gl_tex = &texture->baseTexture.texture_srgb;
        else
            gl_tex = &texture->baseTexture.texture_rgb;

        for (i = 0; i < texture->baseTexture.level_count; ++i)
        {
            IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
            surface_set_texture_name(surface, gl_tex->name, texture->baseTexture.is_srgb);
        }

        /* Conditinal non power of two textures use a different clamping
         * default. If we're using the GL_WINE_normalized_texrect partial
         * driver emulation, we're dealing with a GL_TEXTURE_2D texture which
         * has the address mode set to repeat - something that prevents us
         * from hitting the accelerated codepath. Thus manually set the GL
         * state. The same applies to filtering. Even if the texture has only
         * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW
         * fallback on macos. */
        if (IWineD3DBaseTexture_IsCondNP2((IWineD3DBaseTexture *)texture))
        {
            GLenum target = texture->baseTexture.target;

            ENTER_GL();
            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");
            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");
            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");
            LEAVE_GL();
            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;
            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;
            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;
        }
    }

    return hr;
}
开发者ID:mikekap,项目名称:wine,代码行数:57,代码来源:texture.c

示例11: wined3d_event_query_issue

void wined3d_event_query_issue(struct wined3d_event_query *query, IWineD3DDeviceImpl *device)
{
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;

    if (query->context)
    {
        if (!query->context->gl_info->supported[ARB_SYNC] && query->context->tid != GetCurrentThreadId())
        {
#ifdef VBOX_WINE_WITH_SINGLE_CONTEXT
            ERR("unexpected\n");
#endif
            context_free_event_query(query);
            context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
            context_alloc_event_query(context, query);
        }
        else
        {
            context = context_acquire(device, query->context->current_rt, CTXUSAGE_RESOURCELOAD);
        }
    }
    else
    {
        context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
        context_alloc_event_query(context, query);
    }

    gl_info = context->gl_info;

    ENTER_GL();

    if (gl_info->supported[ARB_SYNC])
    {
        if (query->object.sync) GL_EXTCALL(glDeleteSync(query->object.sync));
        checkGLcall("glDeleteSync");
        query->object.sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
        checkGLcall("glFenceSync");
    }
    else if (gl_info->supported[APPLE_FENCE])
    {
        GL_EXTCALL(glSetFenceAPPLE(query->object.id));
        checkGLcall("glSetFenceAPPLE");
    }
    else if (gl_info->supported[NV_FENCE])
    {
        GL_EXTCALL(glSetFenceNV(query->object.id, GL_ALL_COMPLETED_NV));
        checkGLcall("glSetFenceNV");
    }

    LEAVE_GL();

    context_release(context);
}
开发者ID:LastRitter,项目名称:vbox-haiku,代码行数:53,代码来源:query.c

示例12: drawStridedFast

/* GL locking is done by the caller */
static void drawStridedFast(GLenum primitive_type, UINT count, UINT idx_size, const void *idx_data, UINT start_idx)
{
    if (idx_size)
    {
        glDrawElements(primitive_type, count,
                       idx_size == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT,
                       (const char *)idx_data + (idx_size * start_idx));
        checkGLcall("glDrawElements");
    }
    else
    {
        glDrawArrays(primitive_type, start_idx, count);
        checkGLcall("glDrawArrays");
    }
}
开发者ID:mikekap,项目名称:wine,代码行数:16,代码来源:drawprim.c

示例13: wined3d_shader_resource_view_create_texture_view

static void wined3d_shader_resource_view_create_texture_view(struct wined3d_shader_resource_view *view,
        const struct wined3d_shader_resource_view_desc *desc, struct wined3d_texture *texture,
        const struct wined3d_format *view_format)
{
    const struct wined3d_gl_info *gl_info;
    struct wined3d_context *context;
    struct gl_texture *gl_texture;

    context = context_acquire(texture->resource.device, NULL);
    gl_info = context->gl_info;

    if (!gl_info->supported[ARB_TEXTURE_VIEW])
    {
        context_release(context);
        FIXME("OpenGL implementation does not support texture views.\n");
        return;
    }

    wined3d_texture_prepare_texture(texture, context, FALSE);
    gl_texture = wined3d_texture_get_gl_texture(texture, FALSE);

    gl_info->gl_ops.gl.p_glGenTextures(1, &view->object);
    GL_EXTCALL(glTextureView(view->object, view->target, gl_texture->name, view_format->glInternal,
            desc->u.texture.level_idx, desc->u.texture.level_count,
            desc->u.texture.layer_idx, desc->u.texture.layer_count));
    checkGLcall("Create texture view");

    context_release(context);
}
开发者ID:vindo-app,项目名称:wine,代码行数:29,代码来源:view.c

示例14: wined3d_resource_release_map_ptr

void wined3d_resource_release_map_ptr(const struct wined3d_resource *resource,
        const struct wined3d_context *context)
{
    const struct wined3d_gl_info *gl_info;

    switch (resource->map_binding)
    {
        case WINED3D_LOCATION_BUFFER:
            gl_info = context->gl_info;
            GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, resource->map_buffer->name));
            GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
            GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
            checkGLcall("Unmap GL buffer");
            return;

        case WINED3D_LOCATION_SYSMEM:
        case WINED3D_LOCATION_DIB:
        case WINED3D_LOCATION_USER_MEMORY:
            return;

        default:
            ERR("Unexpected map binding %s.\n", wined3d_debug_location(resource->map_binding));
            return;
    }
}
开发者ID:zalcyon,项目名称:wine,代码行数:25,代码来源:resource.c

示例15: wined3d_volume_unmap

HRESULT CDECL wined3d_volume_unmap(struct wined3d_volume *volume)
{
    TRACE("volume %p.\n", volume);

    if (!volume->resource.map_count)
    {
        WARN("Trying to unlock an unlocked volume %p.\n", volume);
        return WINED3DERR_INVALIDCALL;
    }

    if (volume->resource.map_binding == WINED3D_LOCATION_BUFFER)
    {
        struct wined3d_device *device = volume->resource.device;
        struct wined3d_context *context = context_acquire(device, NULL);
        const struct wined3d_gl_info *gl_info = context->gl_info;

        GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, volume->pbo));
        GL_EXTCALL(glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER));
        GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
        checkGLcall("Unmap PBO");

        context_release(context);
    }

    volume->resource.map_count--;

    return WINED3D_OK;
}
开发者ID:karolherbst,项目名称:wine,代码行数:28,代码来源:volume.c


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