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C++ context_release函数代码示例

本文整理汇总了C++中context_release函数的典型用法代码示例。如果您正苦于以下问题:C++ context_release函数的具体用法?C++ context_release怎么用?C++ context_release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context_release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_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2: context_acquire

void *wined3d_resource_map_internal(struct wined3d_resource *resource, DWORD flags)
{
    struct wined3d_device *device = resource->device;
    struct wined3d_context *context = NULL;
    void *mem;

    if (device->d3d_initialized)
        context = context_acquire(device, NULL);

    if (!wined3d_resource_prepare_map_memory(resource, context))
    {
        WARN("Out of memory.\n");
        context_release(context);
        return NULL;
    }

    if (flags & WINED3D_MAP_DISCARD)
    {
        switch (resource->map_binding)
        {
            case WINED3D_LOCATION_BUFFER:
                resource->map_buffer = wined3d_device_get_bo(device, resource->size,
                        GL_STREAM_DRAW_ARB, GL_PIXEL_UNPACK_BUFFER_ARB, context);
                break;

            case WINED3D_LOCATION_SYSMEM:
                wined3d_resource_allocate_sysmem(resource);
                break;

            default:
                if (resource->access_fence)
                    ERR("Location %s does not support DISCARD maps.\n",
                            wined3d_debug_location(resource->map_binding));
                if (resource->pool != WINED3D_POOL_DEFAULT)
                    FIXME("Discard used on %s pool resource.\n", debug_d3dpool(resource->pool));
        }
        wined3d_resource_validate_location(resource, resource->map_binding);
    }
    else
    {
        wined3d_resource_load_location(resource, context, resource->map_binding);
    }

    mem = wined3d_resource_get_map_ptr(resource, context, flags);

    if (context)
        context_release(context);

    return mem;
}
开发者ID:zalcyon,项目名称:wine,代码行数:50,代码来源:resource.c

示例3: TRACE

/* Do not call while under the GL lock. */
static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain)
{
    struct wined3d_context **newArray;
    struct wined3d_context *ctx;

    TRACE("Creating a new context for swapchain %p, thread %u.\n", swapchain, GetCurrentThreadId());

    if (!(ctx = context_create(swapchain, swapchain->front_buffer, swapchain->ds_format)))
    {
        ERR("Failed to create a new context for the swapchain\n");
        return NULL;
    }
    context_release(ctx);

    newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));
    if(!newArray) {
        ERR("Out of memory when trying to allocate a new context array\n");
        context_destroy(swapchain->device, ctx);
        return NULL;
    }
    memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);
    HeapFree(GetProcessHeap(), 0, swapchain->context);
    newArray[swapchain->num_contexts] = ctx;
    swapchain->context = newArray;
    swapchain->num_contexts++;

    TRACE("Returning context %p\n", ctx);
    return ctx;
}
开发者ID:mgriepentrog,项目名称:wine,代码行数:30,代码来源:swapchain.c

示例4: wined3d_shader_resource_view_decref

ULONG CDECL wined3d_shader_resource_view_decref(struct wined3d_shader_resource_view *view)
{
    ULONG refcount = InterlockedDecrement(&view->refcount);

    TRACE("%p decreasing refcount to %u.\n", view, refcount);

    if (!refcount)
    {
        if (view->object)
        {
            const struct wined3d_gl_info *gl_info;
            struct wined3d_context *context;

            context = context_acquire(view->resource->device, NULL);
            gl_info = context->gl_info;
            gl_info->gl_ops.gl.p_glDeleteTextures(1, &view->object);
            checkGLcall("glDeleteTextures");
            context_release(context);
        }
        /* Call wined3d_object_destroyed() before releasing the resource,
         * since releasing the resource may end up destroying the parent. */
        view->parent_ops->wined3d_object_destroyed(view->parent);
        wined3d_resource_decref(view->resource);
        HeapFree(GetProcessHeap(), 0, view);
    }

    return refcount;
}
开发者ID:andrei1489,项目名称:wine,代码行数:28,代码来源:view.c

示例5: wined3d_volume_unmap

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

    if (!(volume->flags & WINED3D_VFLAG_LOCKED))
    {
        WARN("Trying to unlock unlocked volume %p.\n", volume);
        return WINED3DERR_INVALIDCALL;
    }

    if (volume->flags & WINED3D_VFLAG_PBO)
    {
        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(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, volume->pbo));
        GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
        GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
        checkGLcall("Unmap PBO");

        context_release(context);
    }

    volume->flags &= ~WINED3D_VFLAG_LOCKED;

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

示例6: 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

示例7: TRACE

struct wined3d_context *swapchain_create_context_for_thread(IWineD3DSwapChain *iface)
{
    IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *) iface;
#ifndef VBOX_WITH_WDDM
    struct wined3d_context **newArray;
#endif
    struct wined3d_context *ctx;

    TRACE("Creating a new context for swapchain %p, thread %d\n", This, GetCurrentThreadId());

    if (!(ctx = context_create(This, (IWineD3DSurfaceImpl *)This->frontBuffer, This->ds_format)))
    {
        ERR("Failed to create a new context for the swapchain\n");
        return NULL;
    }
    context_release(ctx);
#ifdef VBOX_WITH_WDDM
    /* no need to do anything since context gets added to the device context list within the context_create call */
#else
    newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (This->num_contexts + 1));
    if(!newArray) {
        ERR("Out of memory when trying to allocate a new context array\n");
        context_destroy(This->device, ctx);
        return NULL;
    }
    memcpy(newArray, This->context, sizeof(*newArray) * This->num_contexts);
    HeapFree(GetProcessHeap(), 0, This->context);
    newArray[This->num_contexts] = ctx;
    This->context = newArray;
    This->num_contexts++;
#endif
    TRACE("Returning context %p\n", ctx);
    return ctx;
}
开发者ID:virendramishra,项目名称:VirtualBox4.1.18,代码行数:34,代码来源:swapchain.c

示例8: pushDisconnect

static void
pushDisconnect(SCDynamicStoreRef store)
{
	void					*context_info;
	void					(*context_release)(const void *);
	SCDynamicStoreDisconnectCallBack	disconnectFunction;
	SCDynamicStorePrivateRef		storePrivate	= (SCDynamicStorePrivateRef)store;

	disconnectFunction = storePrivate->disconnectFunction;
	if (disconnectFunction == NULL) {
		// if no reconnect callout, push empty notification
		storePrivate->disconnectForceCallBack = TRUE;
		return;
	}

	if (storePrivate->rlsContext.retain != NULL) {
		context_info	= (void *)storePrivate->rlsContext.retain(storePrivate->rlsContext.info);
		context_release	= storePrivate->rlsContext.release;
	} else {
		context_info	= storePrivate->rlsContext.info;
		context_release	= NULL;
	}
	(*disconnectFunction)(store, context_info);
	if (context_release) {
		context_release(context_info);
	}

	return;
}
开发者ID:010001111,项目名称:darling,代码行数:29,代码来源:SCDOpen.c

示例9: wined3d_texture_preload

void CDECL wined3d_texture_preload(struct wined3d_texture *texture)
{
    struct wined3d_context *context;
    context = context_acquire(texture->resource.device, NULL);
    wined3d_texture_load(texture, context, texture->flags & WINED3D_TEXTURE_IS_SRGB);
    context_release(context);
}
开发者ID:alexwgo,项目名称:wine,代码行数:7,代码来源:texture.c

示例10: basetexture_unload

void basetexture_unload(IWineD3DBaseTexture *iface)
{
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
    IWineD3DDeviceImpl *device = This->resource.device;

#ifdef VBOX_WITH_WDDM
    if (VBOXSHRC_IS_SHARED_OPENED(This))
    {
        This->baseTexture.texture_rgb.name = 0;
        This->baseTexture.texture_srgb.name = 0;
    }
    else
#endif
    {
        struct wined3d_context *context = NULL;
        if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
        {
            context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
        }

        if(This->baseTexture.texture_rgb.name) {
            gltexture_delete(&This->baseTexture.texture_rgb);
        }
        if(This->baseTexture.texture_srgb.name) {
            gltexture_delete(&This->baseTexture.texture_srgb);
        }

        if (context) context_release(context);
    }

    This->baseTexture.texture_rgb.dirty = TRUE;
    This->baseTexture.texture_srgb.dirty = TRUE;
}
开发者ID:LastRitter,项目名称:vbox-haiku,代码行数:33,代码来源:basetexture.c

示例11: basetexture_unload

void basetexture_unload(IWineD3DBaseTexture *iface)
{
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
    IWineD3DDeviceImpl *device = This->resource.device;
    struct wined3d_context *context = NULL;

    if (This->baseTexture.texture_rgb.name || This->baseTexture.texture_srgb.name)
    {
        context = context_acquire(device, NULL);
    }

    if(This->baseTexture.texture_rgb.name) {
        gltexture_delete(&This->baseTexture.texture_rgb);
    }
    if(This->baseTexture.texture_srgb.name) {
        gltexture_delete(&This->baseTexture.texture_srgb);
    }

    if (context) context_release(context);

    This->baseTexture.texture_rgb.dirty = TRUE;
    This->baseTexture.texture_srgb.dirty = TRUE;

    resource_unload((IWineD3DResourceImpl *)This);
}
开发者ID:r6144,项目名称:wine,代码行数:25,代码来源:basetexture.c

示例12: texture2d_preload

/* Do not call while under the GL lock. */
static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb)
{
    UINT sub_count = texture->level_count * texture->layer_count;
    struct wined3d_device *device = texture->resource.device;
    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
    struct wined3d_context *context = NULL;
    struct gl_texture *gl_tex;
    BOOL srgb_mode;
    UINT i;

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

    srgb_mode = texture_srgb_mode(texture, srgb);
    gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);

    if (!device->isInDraw)
    {
        /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE
         * when loading offscreen render targets into the texture. */
        context = context_acquire(device, NULL);
    }

    if (texture->resource.format->id == WINED3DFMT_P8_UINT
            || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)
    {
        for (i = 0; i < sub_count; ++i)
        {
            struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);

            if (palette9_changed(surface))
            {
                TRACE("Reloading surface %p because the d3d8/9 palette was changed.\n", surface);
                /* TODO: This is not necessarily needed with hw palettized texture support. */
                surface_load_location(surface, SFLAG_INSYSMEM, NULL);
                /* Make sure the texture is reloaded because of the palette
                 * change, this kills performance though :( */
                surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
            }
        }
    }

    if (gl_tex->dirty)
    {
        /* Reload the surfaces if the texture is marked dirty. */
        for (i = 0; i < sub_count; ++i)
        {
            surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);
        }
    }
    else
    {
        TRACE("Texture %p not dirty, nothing to do.\n", texture);
    }

    /* No longer dirty. */
    gl_tex->dirty = FALSE;

    if (context) context_release(context);
}
开发者ID:carlosbislip,项目名称:wine,代码行数:60,代码来源:texture.c

示例13: 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14: IWineD3DTextureImpl_SetShRcState

static HRESULT WINAPI IWineD3DTextureImpl_SetShRcState(IWineD3DTexture *iface, VBOXWINEEX_SHRC_STATE enmState) {
    IWineD3DTextureImpl *This = (IWineD3DTextureImpl*)iface;
    struct wined3d_context *context = NULL;
    HRESULT hr = IWineD3DResourceImpl_SetShRcState((IWineD3DResource*)iface, enmState);
    unsigned int i;

    if (FAILED(hr))
    {
        ERR("IWineD3DResource_SetShRcState failed");
        return hr;
    }

    for (i = 0; i < This->baseTexture.levels; ++i)
    {
        if (This->surfaces[i])
        {
            HRESULT tmpHr = IWineD3DResource_SetShRcState((IWineD3DResource*)This->surfaces[i], enmState);
            Assert(tmpHr == S_OK);
        }
    }

    if (!This->resource.device->isInDraw)
    {
        context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
        if (!context)
        {
            ERR("zero context!");
            return E_FAIL;
        }

        if (!context->valid)
        {
            ERR("context invalid!");
            context_release(context);
            return E_FAIL;
        }
    }

    device_cleanup_durtify_texture_target(This->resource.device, This->target);

    if (context)
        context_release(context);

    return WINED3D_OK;
}
开发者ID:virendramishra,项目名称:VirtualBox4.1.18,代码行数:45,代码来源:texture.c

示例15: wined3d_shader_resource_view_cs_init

static void wined3d_shader_resource_view_cs_init(void *object)
{
    struct wined3d_shader_resource_view *view = object;
    struct wined3d_resource *resource = view->resource;
    const struct wined3d_format *view_format;
    const struct wined3d_gl_info *gl_info;
    const struct wined3d_view_desc *desc;
    GLenum view_target;

    view_format = view->format;
    gl_info = &resource->device->adapter->gl_info;
    desc = &view->desc;

    if (resource->type == WINED3D_RTYPE_BUFFER)
    {
        struct wined3d_buffer *buffer = buffer_from_resource(resource);
        struct wined3d_context *context;

        context = context_acquire(resource->device, NULL, 0);
        create_buffer_view(&view->gl_view, context, desc, buffer, view_format);
        context_release(context);
    }
    else
    {
        struct wined3d_texture *texture = texture_from_resource(resource);

        view_target = get_texture_view_target(gl_info, desc, texture);

        if (resource->format->id == view_format->id && texture->target == view_target
                && !desc->u.texture.level_idx && desc->u.texture.level_count == texture->level_count
                && !desc->u.texture.layer_idx && desc->u.texture.layer_count == texture->layer_count
                && !is_stencil_view_format(view_format))
        {
            TRACE("Creating identity shader resource view.\n");
        }
        else if (texture->swapchain && texture->swapchain->desc.backbuffer_count > 1)
        {
            FIXME("Swapchain shader resource views not supported.\n");
        }
        else if (resource->format->typeless_id == view_format->typeless_id
                && resource->format->gl_view_class == view_format->gl_view_class)
        {
            create_texture_view(&view->gl_view, view_target, desc, texture, view_format);
        }
        else if (wined3d_format_is_depth_view(resource->format->id, view_format->id))
        {
            create_texture_view(&view->gl_view, view_target, desc, texture, resource->format);
        }
        else
        {
            FIXME("Shader resource view not supported, resource format %s, view format %s.\n",
                    debug_d3dformat(resource->format->id), debug_d3dformat(view_format->id));
        }
    }

    wined3d_resource_release(resource);
}
开发者ID:Moteesh,项目名称:reactos,代码行数:57,代码来源:view.c


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