本文整理汇总了C++中EGLWindow::getSurface方法的典型用法代码示例。如果您正苦于以下问题:C++ EGLWindow::getSurface方法的具体用法?C++ EGLWindow::getSurface怎么用?C++ EGLWindow::getSurface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::getSurface方法的2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 multisampled d3d surface and drawing with a program.
TEST_P(D3DTextureTestMS, DrawProgram)
{
EGLWindow *window = getEGLWindow();
EGLDisplay display = window->getDisplay();
constexpr size_t bufferSize = 32;
EGLSurface pbuffer = createPBuffer(bufferSize, bufferSize, EGL_NO_TEXTURE, EGL_NO_TEXTURE, 4,
static_cast<UINT>(D3D11_STANDARD_MULTISAMPLE_PATTERN));
ASSERT_EGL_SUCCESS();
ASSERT_NE(pbuffer, EGL_NO_SURFACE);
// Apply the Pbuffer and clear it to magenta
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();
constexpr GLint testPoint = bufferSize / 2;
EXPECT_PIXEL_COLOR_EQ(testPoint, testPoint, GLColor::magenta);
// Apply the window surface
eglMakeCurrent(display, window->getSurface(), window->getSurface(), window->getContext());
ASSERT_EGL_SUCCESS();
glViewport(0, 0, getWindowWidth(), getWindowHeight());
ASSERT_EGL_SUCCESS();
// Draw a quad and verify that it is magenta
glUseProgram(mTextureProgramNoSampling);
EXPECT_GL_NO_ERROR();
drawQuad(mTextureProgramNoSampling, "position", 0.5f);
EXPECT_GL_NO_ERROR();
// Verify that magenta was drawn
EXPECT_PIXEL_COLOR_EQ(getWindowWidth() / 2, getWindowHeight() / 2, GLColor::magenta);
// Make current with fixture EGL to ensure the Surface can be released immediately.
getEGLWindow()->makeCurrent();
eglDestroySurface(display, pbuffer);
}
示例2: 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.........