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C++ EGLWindow::getDisplay方法代码示例

本文整理汇总了C++中EGLWindow::getDisplay方法的典型用法代码示例。如果您正苦于以下问题:C++ EGLWindow::getDisplay方法的具体用法?C++ EGLWindow::getDisplay怎么用?C++ EGLWindow::getDisplay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EGLWindow的用法示例。


在下文中一共展示了EGLWindow::getDisplay方法的6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: getEGLWindow

// Test creating a pbuffer from a d3d surface and clearing it
TEST_P(D3DTextureTest, Clear)
{
    if (!valid())
    {
        return;
    }

    EGLWindow *window  = getEGLWindow();
    EGLDisplay display = window->getDisplay();

    const size_t bufferSize = 32;

    EGLSurface pbuffer =
        createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 1, 0);
    ASSERT_EGL_SUCCESS();
    ASSERT_NE(pbuffer, EGL_NO_SURFACE);

    // Apply the Pbuffer and clear it to purple and verify
    eglMakeCurrent(display, pbuffer, pbuffer, window->getContext());
    ASSERT_EGL_SUCCESS();

    glViewport(0, 0, static_cast<GLsizei>(bufferSize), static_cast<GLsizei>(bufferSize));
    glClearColor(1.0f, 0.0f, 1.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    ASSERT_GL_NO_ERROR();
    EXPECT_PIXEL_EQ(static_cast<GLint>(bufferSize) / 2, static_cast<GLint>(bufferSize) / 2, 255, 0,
                    255, 255);

    // Make current with fixture EGL to ensure the Surface can be released immediately.
    getEGLWindow()->makeCurrent();
    eglDestroySurface(display, pbuffer);
}
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:33,代码来源:D3DTextureTest.cpp

示例2: valid

    bool valid() const
    {
        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
        if (!eglDisplayExtensionEnabled(display, "EGL_ANGLE_d3d_texture_client_buffer"))
        {
            std::cout << "Test skipped due to missing EGL_ANGLE_d3d_texture_client_buffer"
                      << std::endl;
            return false;
        }

        if (!mD3D11Device && !mD3D9Device)
        {
            std::cout << "Test skipped due to no D3D devices being available." << std::endl;
            return false;
        }

        if (IsWindows() && IsAMD() && IsOpenGL())
        {
            std::cout << "Test skipped on Windows AMD OpenGL." << std::endl;
            return false;
        }

        if (IsWindows() && IsIntel() && IsOpenGL())
        {
            std::cout << "Test skipped on Windows Intel OpenGL." << std::endl;
            return false;
        }
        return true;
    }
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:30,代码来源:D3DTextureTest.cpp

示例3: 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;
    }
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:33,代码来源:D3DTextureTest.cpp

示例4: 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;
        }
    }
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:46,代码来源:D3DTextureTest.cpp

示例5: SetUp

    void SetUp() override
    {
        ANGLETest::SetUp();

        const std::string vsSource =
            R"(precision highp float;
            attribute vec4 position;
            varying vec2 texcoord;

            void main()
            {
                gl_Position = position;
                texcoord = (position.xy * 0.5) + 0.5;
                texcoord.y = 1.0 - texcoord.y;
            })";

        const std::string textureFSSource =
            R"(precision highp float;
            uniform sampler2D tex;
            varying vec2 texcoord;

            void main()
            {
                gl_FragColor = texture2D(tex, texcoord);
            })";

        const std::string textureFSSourceNoSampling =
            R"(precision highp float;

            void main()
            {
                gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
            })";

        mTextureProgram = CompileProgram(vsSource, textureFSSource);
        ASSERT_NE(0u, mTextureProgram) << "shader compilation failed.";

        mTextureUniformLocation = glGetUniformLocation(mTextureProgram, "tex");
        ASSERT_NE(-1, mTextureUniformLocation);

        mTextureProgramNoSampling = CompileProgram(vsSource, textureFSSourceNoSampling);
        ASSERT_NE(0u, mTextureProgramNoSampling) << "shader compilation failed.";

        mD3D11Module = LoadLibrary(TEXT("d3d11.dll"));
        ASSERT_NE(nullptr, mD3D11Module);

        PFN_D3D11_CREATE_DEVICE createDeviceFunc = reinterpret_cast<PFN_D3D11_CREATE_DEVICE>(
            GetProcAddress(mD3D11Module, "D3D11CreateDevice"));

        EGLWindow *window  = getEGLWindow();
        EGLDisplay display = window->getDisplay();
        if (eglDisplayExtensionEnabled(display, "EGL_EXT_device_query"))
        {
            PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT =
                reinterpret_cast<PFNEGLQUERYDISPLAYATTRIBEXTPROC>(
                    eglGetProcAddress("eglQueryDisplayAttribEXT"));
            PFNEGLQUERYDEVICEATTRIBEXTPROC eglQueryDeviceAttribEXT =
                reinterpret_cast<PFNEGLQUERYDEVICEATTRIBEXTPROC>(
                    eglGetProcAddress("eglQueryDeviceAttribEXT"));

            EGLDeviceEXT device = 0;
            {
                EGLAttrib result = 0;
                EXPECT_EGL_TRUE(eglQueryDisplayAttribEXT(display, EGL_DEVICE_EXT, &result));
                device = reinterpret_cast<EGLDeviceEXT>(result);
            }

            if (eglDeviceExtensionEnabled(device, "EGL_ANGLE_device_d3d"))
            {
                EGLAttrib result = 0;
                if (eglQueryDeviceAttribEXT(device, EGL_D3D11_DEVICE_ANGLE, &result))
                {
                    mD3D11Device = reinterpret_cast<ID3D11Device *>(result);
                    mD3D11Device->AddRef();
                }
                else if (eglQueryDeviceAttribEXT(device, EGL_D3D9_DEVICE_ANGLE, &result))
                {
                    mD3D9Device = reinterpret_cast<IDirect3DDevice9 *>(result);
                    mD3D9Device->AddRef();
                }
            }
        }
        else
        {
            ASSERT_TRUE(
                SUCCEEDED(createDeviceFunc(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr,
                                           0, D3D11_SDK_VERSION, &mD3D11Device, nullptr, nullptr)));
        }
    }
开发者ID:wolfviking0,项目名称:webcl-webkit,代码行数:89,代码来源:D3DTextureTest.cpp

示例6: 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.........
开发者ID:Cincinesh,项目名称:angle,代码行数:101,代码来源:TimerQueriesTest.cpp


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