本文整理汇总了C++中GLContext::Renderer方法的典型用法代码示例。如果您正苦于以下问题:C++ GLContext::Renderer方法的具体用法?C++ GLContext::Renderer怎么用?C++ GLContext::Renderer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GLContext
的用法示例。
在下文中一共展示了GLContext::Renderer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: switch
GLint
WebGLRenderbuffer::GetRenderbufferParameter(GLenum target, GLenum pname) const {
GLContext* gl = mContext->gl;
switch (pname) {
case LOCAL_GL_RENDERBUFFER_STENCIL_SIZE: {
if (NeedsDepthStencilEmu(mContext->gl, InternalFormatForGL())) {
if (gl->WorkAroundDriverBugs() &&
gl->Renderer() == GLContext::RendererTegra)
{
return 8;
}
ScopedBindRenderbuffer autoRB(gl, mSecondaryRB);
GLint i = 0;
gl->fGetRenderbufferParameteriv(target, pname, &i);
return i;
}
// Fall through otherwise.
}
case LOCAL_GL_RENDERBUFFER_WIDTH:
case LOCAL_GL_RENDERBUFFER_HEIGHT:
case LOCAL_GL_RENDERBUFFER_RED_SIZE:
case LOCAL_GL_RENDERBUFFER_GREEN_SIZE:
case LOCAL_GL_RENDERBUFFER_BLUE_SIZE:
case LOCAL_GL_RENDERBUFFER_ALPHA_SIZE:
case LOCAL_GL_RENDERBUFFER_DEPTH_SIZE: {
GLint i = 0;
gl->fGetRenderbufferParameteriv(target, pname, &i);
return i;
}
}
MOZ_ASSERT(false, "This function should only be called with valid `pname`.");
return 0;
}
示例2: HTMLCanvasElement
//.........这里部分代码省略.........
// allow forcing GL and not EGL/ANGLE
if (PR_GetEnv("MOZ_WEBGL_FORCE_OPENGL")) {
preferEGL = false;
useANGLE = false;
useOpenGL = true;
}
#endif
#ifdef ANDROID
// bug 736123, blacklist WebGL on Adreno
//
// The Adreno driver in WebGL context creation, specifically in the first MakeCurrent
// call on the newly created OpenGL context.
//
// Notice that we can't rely on GfxInfo for this blacklisting,
// as GfxInfo on Android currently doesn't know the GL strings, which are,
// AFAIK, the only way to identify Adreno GPUs.
//
// Somehow, the Layers' OpenGL context creation doesn't crash, and neither does
// the global GL context creation. So we currently use the Renderer() id from the
// global context. This is not future-proof, as the plan is to get rid of the global
// context soon with OMTC. We need to replace this by getting the renderer id from
// the Layers' GL context, but as with OMTC the LayerManager lives on a different
// thread, this will have to involve some message-passing.
if (!forceEnabled) {
GLContext *globalContext = GLContextProvider::GetGlobalContext();
if (!globalContext) {
// make sure that we don't forget to update this code once the globalContext
// is removed
NS_RUNTIMEABORT("No global context anymore? Then you need to update "
"this code, or force-enable WebGL.");
}
int renderer = globalContext->Renderer();
if (renderer == gl::GLContext::RendererAdreno200 ||
renderer == gl::GLContext::RendererAdreno205)
{
GenerateWarning("WebGL blocked on this Adreno driver!");
return NS_ERROR_FAILURE;
}
}
#endif
// if we're forcing osmesa, do it first
if (forceOSMesa) {
gl = gl::GLContextProviderOSMesa::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
GenerateWarning("OSMesa forced, but creating context failed -- aborting!");
return NS_ERROR_FAILURE;
}
GenerateWarning("Using software rendering via OSMesa (THIS WILL BE SLOW)");
}
#ifdef XP_WIN
// if we want EGL, try it now
if (!gl && (preferEGL || useANGLE) && !preferOpenGL) {
gl = gl::GLContextProviderEGL::CreateOffscreen(gfxIntSize(width, height), format);
if (!gl || !InitAndValidateGL()) {
GenerateWarning("Error during ANGLE OpenGL ES initialization");
return NS_ERROR_FAILURE;
}
}
#endif
// try the default provider, whatever that is
if (!gl && useOpenGL) {