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C++ GLContext::fGetIntegerv方法代码示例

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


在下文中一共展示了GLContext::fGetIntegerv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: scopedScissorTestState

void
GLBlitTextureImageHelper::BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
                                           TextureImage *aDst, const nsIntRect& aDstRect)
{
    GLContext *gl = mCompositor->gl();
    NS_ASSERTION(!aSrc->InUpdate(), "Source texture is in update!");
    NS_ASSERTION(!aDst->InUpdate(), "Destination texture is in update!");

    if (!aSrc || !aDst || aSrcRect.IsEmpty() || aDstRect.IsEmpty())
        return;

    int savedFb = 0;
    gl->fGetIntegerv(LOCAL_GL_FRAMEBUFFER_BINDING, &savedFb);

    ScopedGLState scopedScissorTestState(gl, LOCAL_GL_SCISSOR_TEST, false);
    ScopedGLState scopedBlendState(gl, LOCAL_GL_BLEND, false);

    // 2.0 means scale up by two
    float blitScaleX = float(aDstRect.width) / float(aSrcRect.width);
    float blitScaleY = float(aDstRect.height) / float(aSrcRect.height);

    // We start iterating over all destination tiles
    aDst->BeginBigImageIteration();
    do {
        // calculate portion of the tile that is going to be painted to
        nsIntRect dstSubRect;
        nsIntRect dstTextureRect = ThebesIntRect(aDst->GetTileRect());
        dstSubRect.IntersectRect(aDstRect, dstTextureRect);

        // this tile is not part of the destination rectangle aDstRect
        if (dstSubRect.IsEmpty())
            continue;

        // (*) transform the rect of this tile into the rectangle defined by aSrcRect...
        nsIntRect dstInSrcRect(dstSubRect);
        dstInSrcRect.MoveBy(-aDstRect.TopLeft());
        // ...which might be of different size, hence scale accordingly
        dstInSrcRect.ScaleRoundOut(1.0f / blitScaleX, 1.0f / blitScaleY);
        dstInSrcRect.MoveBy(aSrcRect.TopLeft());

        SetBlitFramebufferForDestTexture(aDst->GetTextureID());
        UseBlitProgram();

        aSrc->BeginBigImageIteration();
        // now iterate over all tiles in the source Image...
        do {
            // calculate portion of the source tile that is in the source rect
            nsIntRect srcSubRect;
            nsIntRect srcTextureRect = ThebesIntRect(aSrc->GetTileRect());
            srcSubRect.IntersectRect(aSrcRect, srcTextureRect);

            // this tile is not part of the source rect
            if (srcSubRect.IsEmpty()) {
                continue;
            }
            // calculate intersection of source rect with destination rect
            srcSubRect.IntersectRect(srcSubRect, dstInSrcRect);
            // this tile does not overlap the current destination tile
            if (srcSubRect.IsEmpty()) {
                continue;
            }
            // We now have the intersection of
            //     the current source tile
            // and the desired source rectangle
            // and the destination tile
            // and the desired destination rectange
            // in destination space.
            // We need to transform this back into destination space, inverting the transform from (*)
            nsIntRect srcSubInDstRect(srcSubRect);
            srcSubInDstRect.MoveBy(-aSrcRect.TopLeft());
            srcSubInDstRect.ScaleRoundOut(blitScaleX, blitScaleY);
            srcSubInDstRect.MoveBy(aDstRect.TopLeft());

            // we transform these rectangles to be relative to the current src and dst tiles, respectively
            nsIntSize srcSize = srcTextureRect.Size();
            nsIntSize dstSize = dstTextureRect.Size();
            srcSubRect.MoveBy(-srcTextureRect.x, -srcTextureRect.y);
            srcSubInDstRect.MoveBy(-dstTextureRect.x, -dstTextureRect.y);

            float dx0 = 2.0f * float(srcSubInDstRect.x) / float(dstSize.width) - 1.0f;
            float dy0 = 2.0f * float(srcSubInDstRect.y) / float(dstSize.height) - 1.0f;
            float dx1 = 2.0f * float(srcSubInDstRect.x + srcSubInDstRect.width) / float(dstSize.width) - 1.0f;
            float dy1 = 2.0f * float(srcSubInDstRect.y + srcSubInDstRect.height) / float(dstSize.height) - 1.0f;
            ScopedViewportRect autoViewportRect(gl, 0, 0, dstSize.width, dstSize.height);

            RectTriangles rects;

            nsIntSize realTexSize = srcSize;
            if (!CanUploadNonPowerOfTwo(gl)) {
                realTexSize = nsIntSize(gfx::NextPowerOfTwo(srcSize.width),
                                        gfx::NextPowerOfTwo(srcSize.height));
            }

            if (aSrc->GetWrapMode() == LOCAL_GL_REPEAT) {
                rects.addRect(/* dest rectangle */
                        dx0, dy0, dx1, dy1,
                        /* tex coords */
                        srcSubRect.x / float(realTexSize.width),
                        srcSubRect.y / float(realTexSize.height),
                        srcSubRect.XMost() / float(realTexSize.width),
//.........这里部分代码省略.........
开发者ID:msliu,项目名称:gecko-dev,代码行数:101,代码来源:GLBlitTextureImageHelper.cpp

示例2: gfxCriticalError

bool
TextureImageTextureSourceOGL::Update(gfx::DataSourceSurface* aSurface,
                                     nsIntRegion* aDestRegion,
                                     gfx::IntPoint* aSrcOffset)
{
  GLContext *gl = mCompositor->gl();
  MOZ_ASSERT(gl);
  if (!gl) {
    NS_WARNING("trying to update TextureImageTextureSourceOGL without a GLContext");
    return false;
  }
  if (!aSurface) {
    gfxCriticalError() << "Invalid surface for OGL update";
    return false;
  }
  MOZ_ASSERT(aSurface);

  IntSize size = aSurface->GetSize();
  if (!mTexImage ||
      (mTexImage->GetSize() != size && !aSrcOffset) ||
      mTexImage->GetContentType() != gfx::ContentForFormat(aSurface->GetFormat())) {
    if (mFlags & TextureFlags::DISALLOW_BIGIMAGE) {
      GLint maxTextureSize;
      gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_SIZE, &maxTextureSize);
      if (size.width > maxTextureSize || size.height > maxTextureSize) {
        NS_WARNING("Texture exceeds maximum texture size, refusing upload");
        return false;
      }
      // Explicitly use CreateBasicTextureImage instead of CreateTextureImage,
      // because CreateTextureImage might still choose to create a tiled
      // texture image.
      mTexImage = CreateBasicTextureImage(gl, size,
                                          gfx::ContentForFormat(aSurface->GetFormat()),
                                          LOCAL_GL_CLAMP_TO_EDGE,
                                          FlagsToGLFlags(mFlags),
                                          SurfaceFormatToImageFormat(aSurface->GetFormat()));
    } else {
      // XXX - clarify which size we want to use. IncrementalContentHost will
      // require the size of the destination surface to be different from
      // the size of aSurface.
      // See bug 893300 (tracks the implementation of ContentHost for new textures).
      mTexImage = CreateTextureImage(gl,
                                     size,
                                     gfx::ContentForFormat(aSurface->GetFormat()),
                                     LOCAL_GL_CLAMP_TO_EDGE,
                                     FlagsToGLFlags(mFlags),
                                     SurfaceFormatToImageFormat(aSurface->GetFormat()));
    }
    ClearCachedFilter();

    if (aDestRegion &&
        !aSrcOffset &&
        !aDestRegion->IsEqual(nsIntRect(0, 0, size.width, size.height))) {
      // UpdateFromDataSource will ignore our specified aDestRegion since the texture
      // hasn't been allocated with glTexImage2D yet. Call Resize() to force the
      // allocation (full size, but no upload), and then we'll only upload the pixels
      // we care about below.
      mTexImage->Resize(size);
    }
  }

  mTexImage->UpdateFromDataSource(aSurface, aDestRegion, aSrcOffset);

  if (mTexImage->InUpdate()) {
    mTexImage->EndUpdate();
  }
  return true;
}
开发者ID:Acidburn0zzz,项目名称:tor-browser,代码行数:68,代码来源:TextureHostOGL.cpp


注:本文中的GLContext::fGetIntegerv方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。