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C++ ProgramObject::IsValid方法代码示例

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


在下文中一共展示了ProgramObject::IsValid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: LoadFromCache

iShaderProgram::CacheLoadResult csShaderGLCGCommon::LoadFromCache (
  iHierarchicalCache* cache, iBase* previous, iDocumentNode* node,
  csRef<iString>* failReason, csRef<iString>* tag,
  ProfileLimitsPair* cacheLimits)
{
  if (!cache) return iShaderProgram::loadFail;

  csRef<iShaderProgramCG> prevCG (scfQueryInterfaceSafe<iShaderProgramCG> (
    previous));

  csRef<iStringArray> allCachedPrograms;
  if ((programType == progVP) && prevCG.IsValid())
  {
    csShaderGLCGFP* prevFP = static_cast<csShaderGLCGFP*> (
      (iShaderProgramCG*)prevCG);
    csString tagStr ("CG");
    tagStr += prevFP->cacheLimits.ToString();
    if (failReason) failReason->AttachNew (
      new scfString ("paired cached programs not found"));
    allCachedPrograms.AttachNew (new scfStringArray);
    allCachedPrograms->Push (tagStr);
  }
  else
    allCachedPrograms = cache->GetSubItems ("/");

  if (!allCachedPrograms.IsValid() || (allCachedPrograms->GetSize() == 0))
  {
    if (failReason) failReason->AttachNew (
      new scfString ("no cached programs found"));
    return iShaderProgram::loadFail;
  }
  
  if (!GetProgramNode (node)) return iShaderProgram::loadFail;
  csRef<iDataBuffer> programBuffer = GetProgramData();
  CS::Utility::Checksum::MD5::Digest progHash = CS::Utility::Checksum::MD5::Encode (
    programBuffer->GetData(), programBuffer->GetSize());
  
  csArray<CachedShaderWrapper> cachedProgWrappers;
  for (size_t i = 0; i < allCachedPrograms->GetSize(); i++)
  {
    const char* tag = allCachedPrograms->Get (i);
    if ((tag[0] != 'C') || (tag[1] != 'G')) continue;

    CachedShaderWrapper wrapper;
    if (!wrapper.limits.FromString (tag+2)) continue;
    wrapper.name = tag;

    csString cachePath ("/");
    cachePath.Append (tag);
    csRef<iDataBuffer> cacheBuf = cache->ReadCache (cachePath);
    if (!cacheBuf.IsValid()) continue;
    
    csRef<iFile> cacheFile;
    cacheFile.AttachNew (new csMemFile (cacheBuf, true));
    wrapper.cacheFile = cacheFile;
  
    uint32 diskMagic;
    if (cacheFile->Read ((char*)&diskMagic, sizeof (diskMagic))
	!= sizeof (diskMagic)) continue;
    if (csLittleEndian::UInt32 (diskMagic) != cacheFileMagic)
      continue;
      
    CS::Utility::Checksum::MD5::Digest diskHash;
    if (cacheFile->Read ((char*)&diskHash, sizeof (diskHash))
	!= sizeof (diskHash)) continue;
    if (diskHash != progHash) continue;
    
    cachedProgWrappers.Push (wrapper);
  }
  
  if (cachedProgWrappers.GetSize() == 0)
  {
    if (failReason && !*failReason) failReason->AttachNew (
      new scfString ("all cached programs failed to read"));
    return iShaderProgram::loadFail;
  }
  
  cachedProgWrappers.Sort ();

  ProfileLimits currentLimits (
    (programType == progVP) ? shaderPlug->currentLimits.vp 
      : shaderPlug->currentLimits.fp);
  bool strictMatch = (programType == progVP) ? shaderPlug->strictMatchVP 
      : shaderPlug->strictMatchFP;
  const char* progTypeNode = 0;
  switch (programType)
  {
    case progVP: progTypeNode = "cgvp"; break;
    case progFP: progTypeNode = "cgfp"; break;
  }
  
  csString allReasons;
  bool oneReadCorrectly = false;
  ProfileLimits bestLimits (
    CS::PluginCommon::ShaderProgramPluginGL::Other,
    CG_PROFILE_UNKNOWN);
  bool bestLimitsSet = false;
  for (size_t i = cachedProgWrappers.GetSize(); i-- > 0;)
  {
    const CachedShaderWrapper& wrapper = cachedProgWrappers[i];
//.........这里部分代码省略.........
开发者ID:GameLemur,项目名称:Crystal-Space,代码行数:101,代码来源:glshader_cgcommon.cpp

示例2: WriteToCacheWorker

bool csShaderGLCGCommon::WriteToCacheWorker (iHierarchicalCache* cache,
  const ProfileLimits& limits, const ProfileLimitsPair& limitsPair, 
  const char* tag, const ProgramObject& program,
  csString& failReason)
{
  if (!cache) return false;

  csMemFile cacheFile;
  
  uint32 diskMagic = csLittleEndian::UInt32 (cacheFileMagic);
  if (cacheFile.Write ((char*)&diskMagic, sizeof (diskMagic))
      != sizeof (diskMagic))
  {
    failReason = "write error (magic)";
    return false;
  }
  
  csRef<iDataBuffer> programBuffer = GetProgramData();
  CS::Utility::Checksum::MD5::Digest progHash = CS::Utility::Checksum::MD5::Encode (
    programBuffer->GetData(), programBuffer->GetSize());
  if (cacheFile.Write ((char*)&progHash, sizeof (progHash))
      != sizeof (progHash))
  {
    failReason = "write error (hash)";
    return false;
  }
  
  if (!program.IsValid())
  {
    uint32 diskState = csLittleEndian::UInt32 (cpsInvalid);
    if (cacheFile.Write ((char*)&diskState, sizeof (diskState))
	!= sizeof (diskState))
    {
      failReason = "write error (state-invalid)";
      return false;
    }
  }
  else
  {
    {
      uint32 diskState = csLittleEndian::UInt32 (cpsValid);
      if (cacheFile.Write ((char*)&diskState, sizeof (diskState))
	  != sizeof (diskState))
      {
	failReason = "write error (state-valid)";
	return false;
      }
    }
    
    CS::PluginCommon::ShaderCacheHelper::WriteString (&cacheFile, description);
    
    CS_ASSERT(!program.GetID().archive.IsEmpty());
    CS::PluginCommon::ShaderCacheHelper::WriteString (&cacheFile,
      program.GetID().archive);
    CS_ASSERT(!program.GetID().item.IsEmpty());
    CS::PluginCommon::ShaderCacheHelper::WriteString (&cacheFile,
      program.GetID().item);
  }
  
  csString cacheName ("/");
  cacheName += tag;
  if (!cache->CacheData (cacheFile.GetData(), cacheFile.GetSize(),
    cacheName))
  {
    failReason = "failed writing to cache";
    return false;
  }
  return true;
}
开发者ID:GameLemur,项目名称:Crystal-Space,代码行数:69,代码来源:glshader_cgcommon.cpp


注:本文中的ProgramObject::IsValid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。