本文整理汇总了C++中EGLWindow::getConfig方法的典型用法代码示例。如果您正苦于以下问题:C++ EGLWindow::getConfig方法的具体用法?C++ EGLWindow::getConfig怎么用?C++ EGLWindow::getConfig使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类EGLWindow
的用法示例。
在下文中一共展示了EGLWindow::getConfig方法的3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: desc
EGLSurface createD3D11PBuffer(size_t width,
size_t height,
EGLint eglTextureFormat,
EGLint eglTextureTarget,
UINT sampleCount,
UINT sampleQuality,
UINT bindFlags,
DXGI_FORMAT format)
{
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint attribs[] = {
EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
eglTextureTarget, EGL_NONE, EGL_NONE,
};
ASSERT(mD3D11Device);
ID3D11Texture2D *texture = nullptr;
CD3D11_TEXTURE2D_DESC desc(format, static_cast<UINT>(width), static_cast<UINT>(height), 1,
1, bindFlags);
desc.SampleDesc.Count = sampleCount;
desc.SampleDesc.Quality = sampleQuality;
EXPECT_TRUE(SUCCEEDED(mD3D11Device->CreateTexture2D(&desc, nullptr, &texture)));
EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
texture, config, attribs);
texture->Release();
return pbuffer;
}
示例2: createPBuffer
EGLSurface createPBuffer(size_t width,
size_t height,
EGLint eglTextureFormat,
EGLint eglTextureTarget,
UINT sampleCount,
UINT sampleQuality)
{
if (mD3D11Device)
{
return createD3D11PBuffer(
width, height, eglTextureFormat, eglTextureTarget, sampleCount, sampleQuality,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET, DXGI_FORMAT_R8G8B8A8_UNORM);
}
if (mD3D9Device)
{
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLint attribs[] = {
EGL_TEXTURE_FORMAT, eglTextureFormat, EGL_TEXTURE_TARGET,
eglTextureTarget, EGL_NONE, EGL_NONE,
};
// Multisampled textures are not supported on D3D9.
ASSERT(sampleCount <= 1);
ASSERT(sampleQuality == 0);
IDirect3DTexture9 *texture = nullptr;
EXPECT_TRUE(SUCCEEDED(mD3D9Device->CreateTexture(
static_cast<UINT>(width), static_cast<UINT>(height), 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr)));
EGLSurface pbuffer = eglCreatePbufferFromClientBuffer(display, EGL_D3D_TEXTURE_ANGLE,
texture, config, attribs);
texture->Release();
return pbuffer;
}
else
{
return EGL_NO_SURFACE;
}
}
示例3: glGetQueryivEXT
// Tests timer queries operating under multiple EGL contexts with mid-query switching
TEST_P(TimerQueriesTest, TimeElapsedMulticontextTest)
{
if (!extensionEnabled("GL_EXT_disjoint_timer_query"))
{
std::cout << "Test skipped because GL_EXT_disjoint_timer_query is not available."
<< std::endl;
return;
}
GLint queryTimeElapsedBits = 0;
glGetQueryivEXT(GL_TIME_ELAPSED_EXT, GL_QUERY_COUNTER_BITS_EXT, &queryTimeElapsedBits);
ASSERT_GL_NO_ERROR();
std::cout << "Time elapsed counter bits: " << queryTimeElapsedBits << std::endl;
// Skip test if the number of bits is 0
if (queryTimeElapsedBits == 0)
{
std::cout << "Test skipped because of 0 counter bits" << std::endl;
return;
}
// Without a glClear, the first draw call on GL takes a huge amount of time when run after the
// D3D test on certain NVIDIA drivers
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
EGLint contextAttributes[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR,
GetParam().majorVersion,
EGL_CONTEXT_MINOR_VERSION_KHR,
GetParam().minorVersion,
EGL_NONE,
};
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
EGLConfig config = window->getConfig();
EGLSurface surface = window->getSurface();
struct ContextInfo
{
EGLContext context;
GLuint program;
GLuint query;
EGLDisplay display;
ContextInfo() : context(EGL_NO_CONTEXT), program(0), query(0), display(EGL_NO_DISPLAY) {}
~ContextInfo()
{
if (context != EGL_NO_CONTEXT && display != EGL_NO_DISPLAY)
{
eglDestroyContext(display, context);
}
}
};
ContextInfo contexts[2];
// Shaders
const std::string cheapVS =
"attribute highp vec4 position; void main(void)\n"
"{\n"
" gl_Position = position;\n"
"}\n";
const std::string cheapPS =
"precision highp float; void main(void)\n"
"{\n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\n";
const std::string costlyVS =
"attribute highp vec4 position; varying highp vec4 testPos; void main(void)\n"
"{\n"
" testPos = position;\n"
" gl_Position = position;\n"
"}\n";
const std::string costlyPS =
"precision highp float; varying highp vec4 testPos; void main(void)\n"
"{\n"
" vec4 test = testPos;\n"
" for (int i = 0; i < 500; i++)\n"
" {\n"
" test = sqrt(test);\n"
" }\n"
" gl_FragColor = test;\n"
"}\n";
// Setup the first context with a cheap shader
contexts[0].context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttributes);
contexts[0].display = display;
ASSERT_NE(contexts[0].context, EGL_NO_CONTEXT);
eglMakeCurrent(display, surface, surface, contexts[0].context);
contexts[0].program = CompileProgram(cheapVS, cheapPS);
glGenQueriesEXT(1, &contexts[0].query);
ASSERT_GL_NO_ERROR();
//.........这里部分代码省略.........