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C++ QEglProperties::properties方法代码示例

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


在下文中一共展示了QEglProperties::properties方法的3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: createContext

// Create the EGLContext.
bool QEglContext::createContext(QEglContext *shareContext, const QEglProperties *properties)
{
    // We need to select the correct API before calling eglCreateContext().
#ifdef QT_OPENGL_ES
#ifdef EGL_OPENGL_ES_API
    if (apiType == QEgl::OpenGL)
        eglBindAPI(EGL_OPENGL_ES_API);
#endif
#else
#ifdef EGL_OPENGL_API
    if (apiType == QEgl::OpenGL)
        eglBindAPI(EGL_OPENGL_API);
#endif
#endif //defined(QT_OPENGL_ES)
#ifdef EGL_OPENVG_API
    if (apiType == QEgl::OpenVG)
        eglBindAPI(EGL_OPENVG_API);
#endif

    // Create a new context for the configuration.
    QEglProperties contextProps;
    if (properties)
        contextProps = *properties;
#ifdef QT_OPENGL_ES_2
    if (apiType == QEgl::OpenGL)
        contextProps.setValue(EGL_CONTEXT_CLIENT_VERSION, 2);
#endif
    sharing = false;
    if (shareContext && shareContext->ctx == EGL_NO_CONTEXT)
        shareContext = 0;
    if (shareContext) {
        ctx = eglCreateContext(QEgl::display(), cfg, shareContext->ctx, contextProps.properties());
        if (ctx == EGL_NO_CONTEXT) {
            qWarning() << "QEglContext::createContext(): Could not share context:" << QEgl::errorString();
            shareContext = 0;
        } else {
            sharing = true;
        }
    }
    if (ctx == EGL_NO_CONTEXT) {
        ctx = eglCreateContext(display(), cfg, EGL_NO_CONTEXT, contextProps.properties());
        if (ctx == EGL_NO_CONTEXT) {
            qWarning() << "QEglContext::createContext(): Unable to create EGL context:" << QEgl::errorString();
#ifdef Q_OS_SYMBIAN
            S60->eglSurfaceCreationError = true;
#endif
            return false;
        }
    }
    return true;
}
开发者ID:Afreeca,项目名称:qt,代码行数:52,代码来源:qegl.cpp

示例2: hasOpenGLPbuffers

bool QGLPixelBuffer::hasOpenGLPbuffers()
{
    // See if we have at least 1 configuration that matches the default format.
    EGLDisplay dpy = QEgl::display();
    if (dpy == EGL_NO_DISPLAY)
        return false;
    QEglProperties configProps;
    qt_eglproperties_set_glformat(configProps, QGLFormat::defaultFormat());
    configProps.setDeviceType(QInternal::Pbuffer);
    configProps.setRenderableType(QEgl::OpenGL);
    do {
        EGLConfig cfg = 0;
        EGLint matching = 0;
        if (eglChooseConfig(dpy, configProps.properties(),
                            &cfg, 1, &matching) && matching > 0)
            return true;
    } while (configProps.reduceConfiguration());
    return false;
}
开发者ID:Marforius,项目名称:qt,代码行数:19,代码来源:qglpixelbuffer_egl.cpp

示例3: createSurface


//.........这里部分代码省略.........
        if (widget->testAttribute(Qt::WA_WState_Created))
            currentVisualId = XVisualIDFromVisual((Visual*)widget->x11Info().visual());

        if (currentVisualId != visualId) {
            // The window is either not created or has the wrong visual. Either way, we need
            // to create a window with the correct visual and call create() on the widget:

            bool visible = widget->isVisible();
            if (visible)
                widget->hide();

            XVisualInfo visualInfo;
            visualInfo.visualid = visualId;
            {
                XVisualInfo *visualInfoPtr;
                int matchingCount = 0;
                visualInfoPtr = XGetVisualInfo(widget->x11Info().display(), VisualIDMask,
                                               &visualInfo, &matchingCount);
                Q_ASSERT(visualInfoPtr); // visualId really should be valid!
                visualInfo = *visualInfoPtr;
                XFree(visualInfoPtr);
            }

            Window parentWindow = RootWindow(widget->x11Info().display(), widget->x11Info().screen());
            if (widget->parentWidget())
                parentWindow = widget->parentWidget()->winId();

            XSetWindowAttributes windowAttribs;
            QColormap colmap = QColormap::instance(widget->x11Info().screen());
            windowAttribs.background_pixel = colmap.pixel(widget->palette().color(widget->backgroundRole()));
            windowAttribs.border_pixel = colmap.pixel(Qt::black);

            unsigned int valueMask = CWBackPixel|CWBorderPixel;
            if (alphaSize > 0) {
                windowAttribs.colormap = XCreateColormap(widget->x11Info().display(), parentWindow,
                                                         visualInfo.visual, AllocNone);
                valueMask |= CWColormap;
            }

            Window window = XCreateWindow(widget->x11Info().display(), parentWindow,
                                          widget->x(), widget->y(), widget->width(), widget->height(),
                                          0, visualInfo.depth, InputOutput, visualInfo.visual,
                                          valueMask, &windowAttribs);

            // This is a nasty hack to get round the fact that we can't be a friend of QWidget:
            qt_set_winid_on_widget(widget, window);

            if (visible)
                widget->show();
        }

        // At this point, the widget's window should be created and have the correct visual. Now we
        // just need to create the EGL surface for it:
        EGLSurface surf = eglCreateWindowSurface(QEgl::display(), config, (EGLNativeWindowType)widget->winId(), 0);
        if (surf == EGL_NO_SURFACE)
            qWarning("QEglContext::createSurface(): Unable to create EGL surface, error = 0x%x", eglGetError());
        return surf;
    }

    if (x11PixmapData) {
        // X11 Pixmaps are only created with a depth, so that's all we need to check
        EGLint configDepth;
        eglGetConfigAttrib(QEgl::display(), config, EGL_BUFFER_SIZE , &configDepth);
        if (x11PixmapData->depth() != configDepth) {
            // The bit depths are wrong which means the EGLConfig isn't compatable with
            // this pixmap. So we need to replace the pixmap's existing data with a new
            // one which is created with the correct depth:

#ifndef QT_NO_XRENDER
            if (configDepth == 32) {
                qWarning("Warning: EGLConfig's depth (32) != pixmap's depth (%d), converting to ARGB32",
                         x11PixmapData->depth());
                x11PixmapData->convertToARGB32(true);
            } else
#endif
            {
                qWarning("Warning: EGLConfig's depth (%d) != pixmap's depth (%d)",
                         configDepth, x11PixmapData->depth());
            }
        }

        QEglProperties surfaceAttribs;

        // If the pixmap can't be bound to a texture, it's pretty useless
        surfaceAttribs.setValue(EGL_TEXTURE_TARGET, EGL_TEXTURE_2D);
        if (alphaSize > 0)
            surfaceAttribs.setValue(EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA);
        else
            surfaceAttribs.setValue(EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB);

        EGLSurface surf = eglCreatePixmapSurface(QEgl::display(), config,
                                                 (EGLNativePixmapType) x11PixmapData->handle(),
                                                 surfaceAttribs.properties());
        x11PixmapData->gl_surface = (void*)surf;
        QImagePixmapCleanupHooks::enableCleanupHooks(x11PixmapData);
        return surf;
    }

    return EGL_NO_SURFACE;
}
开发者ID:husninazer,项目名称:qt,代码行数:101,代码来源:qegl_x11.cpp


注:本文中的QEglProperties::properties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。