Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
32fd8f21
Commit
32fd8f21
authored
Jul 07, 2009
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 07, 2009
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: checkGLcall() doesn't need a \n.
parent
2ac34bf2
Hide whitespace changes
Inline
Side-by-side
Showing
8 changed files
with
27 additions
and
28 deletions
+27
-28
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+5
-5
context.c
dlls/wined3d/context.c
+2
-2
directx.c
dlls/wined3d/directx.c
+7
-7
drawprim.c
dlls/wined3d/drawprim.c
+7
-7
glsl_shader.c
dlls/wined3d/glsl_shader.c
+1
-1
nvidia_texture_shader.c
dlls/wined3d/nvidia_texture_shader.c
+1
-2
query.c
dlls/wined3d/query.c
+2
-2
surface.c
dlls/wined3d/surface.c
+2
-2
No files found.
dlls/wined3d/arb_program_shader.c
View file @
32fd8f21
...
...
@@ -449,7 +449,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
gl_shader
->
luminanceconst
[
i
].
const_num
,
scale
));
}
}
checkGLcall
(
"Load bumpmap consts
\n
"
);
checkGLcall
(
"Load bumpmap consts"
);
if
(
gl_shader
->
ycorrection
!=
WINED3D_CONST_NUM_UNUSED
)
{
...
...
@@ -464,7 +464,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
val
[
2
]
=
1
.
0
f
;
val
[
3
]
=
0
.
0
f
;
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
gl_shader
->
ycorrection
,
val
));
checkGLcall
(
"y correction loading
\n
"
);
checkGLcall
(
"y correction loading"
);
}
if
(
gl_shader
->
num_int_consts
==
0
)
return
;
...
...
@@ -482,7 +482,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_FRAGMENT_PROGRAM_ARB
,
gl_shader
->
int_consts
[
i
],
val
));
}
}
checkGLcall
(
"Load ps int consts
\n
"
);
checkGLcall
(
"Load ps int consts"
);
}
/* GL locking is done by the caller. */
...
...
@@ -514,7 +514,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
GL_EXTCALL
(
glProgramLocalParameter4fvARB
(
GL_VERTEX_PROGRAM_ARB
,
gl_shader
->
int_consts
[
i
],
val
));
}
}
checkGLcall
(
"Load vs int consts
\n
"
);
checkGLcall
(
"Load vs int consts"
);
}
/**
...
...
@@ -6054,7 +6054,7 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
GL_EXTCALL
(
glDeleteProgramsARB
(
1
,
&
priv
->
uyvy_2d_shader
));
GL_EXTCALL
(
glDeleteProgramsARB
(
1
,
&
priv
->
yv12_rect_shader
));
GL_EXTCALL
(
glDeleteProgramsARB
(
1
,
&
priv
->
yv12_2d_shader
));
checkGLcall
(
"Delete yuv programs
\n
"
);
checkGLcall
(
"Delete yuv programs"
);
LEAVE_GL
();
}
...
...
dlls/wined3d/context.c
View file @
32fd8f21
...
...
@@ -1045,7 +1045,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
for
(
s
=
1
;
s
<
GL_LIMITS
(
textures
);
s
++
)
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
s
));
glTexEnvi
(
GL_TEXTURE_SHADER_NV
,
GL_PREVIOUS_TEXTURE_INPUT_NV
,
GL_TEXTURE0_ARB
+
s
-
1
);
checkGLcall
(
"glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...
\n
"
);
checkGLcall
(
"glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ..."
);
}
}
if
(
GL_SUPPORT
(
ARB_FRAGMENT_PROGRAM
))
{
...
...
@@ -1070,7 +1070,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
for
(
s
=
0
;
s
<
GL_LIMITS
(
point_sprite_units
);
s
++
)
{
GL_EXTCALL
(
glActiveTextureARB
(
GL_TEXTURE0_ARB
+
s
));
glTexEnvi
(
GL_POINT_SPRITE_ARB
,
GL_COORD_REPLACE_ARB
,
GL_TRUE
);
checkGLcall
(
"glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)
\n
"
);
checkGLcall
(
"glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)"
);
}
LEAVE_GL
();
...
...
dlls/wined3d/directx.c
View file @
32fd8f21
...
...
@@ -443,7 +443,7 @@ static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
GL_EXTCALL
(
glBindProgramARB
(
GL_VERTEX_PROGRAM_ARB
,
0
));
GL_EXTCALL
(
glDeleteProgramsARB
(
1
,
&
prog
));
checkGLcall
(
"ARB vp offset limit test cleanup
\n
"
);
checkGLcall
(
"ARB vp offset limit test cleanup"
);
return
ret
;
}
...
...
@@ -544,26 +544,26 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
glTexParameteri
(
GL_TEXTURE_2D
,
GL_TEXTURE_MAX_LEVEL
,
0
);
glTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_RGBA8
,
4
,
4
,
0
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
0
);
checkGLcall
(
"Specifying the PBO test texture
\n
"
);
checkGLcall
(
"Specifying the PBO test texture"
);
GL_EXTCALL
(
glGenBuffersARB
(
1
,
&
pbo
));
GL_EXTCALL
(
glBindBufferARB
(
GL_PIXEL_UNPACK_BUFFER_ARB
,
pbo
));
GL_EXTCALL
(
glBufferDataARB
(
GL_PIXEL_UNPACK_BUFFER_ARB
,
sizeof
(
pattern
),
pattern
,
GL_STREAM_DRAW_ARB
));
checkGLcall
(
"Specifying the PBO test pbo
\n
"
);
checkGLcall
(
"Specifying the PBO test pbo"
);
glTexSubImage2D
(
GL_TEXTURE_2D
,
0
,
0
,
0
,
4
,
4
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
NULL
);
checkGLcall
(
"Loading the PBO test texture
\n
"
);
checkGLcall
(
"Loading the PBO test texture"
);
GL_EXTCALL
(
glBindBufferARB
(
GL_PIXEL_UNPACK_BUFFER_ARB
,
0
));
glFinish
();
/* just to be sure */
memset
(
check
,
0
,
sizeof
(
check
));
glGetTexImage
(
GL_TEXTURE_2D
,
0
,
GL_BGRA
,
GL_UNSIGNED_INT_8_8_8_8_REV
,
check
);
checkGLcall
(
"Reading back the PBO test texture
\n
"
);
checkGLcall
(
"Reading back the PBO test texture"
);
glDeleteTextures
(
1
,
&
texture
);
GL_EXTCALL
(
glDeleteBuffersARB
(
1
,
&
pbo
));
checkGLcall
(
"PBO test cleanup
\n
"
);
checkGLcall
(
"PBO test cleanup"
);
LEAVE_GL
();
...
...
@@ -1471,7 +1471,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
{
gl_info
->
max_point_sprite_units
=
0
;
}
checkGLcall
(
"extension detection
\n
"
);
checkGLcall
(
"extension detection"
);
/* In some cases the number of texture stages can be larger than the number
* of samplers. The GF4 for example can use only 2 samplers (no fragment
...
...
dlls/wined3d/drawprim.c
View file @
32fd8f21
...
...
@@ -853,21 +853,21 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
glLightfv
(
GL_LIGHT0
,
GL_AMBIENT
,
black
);
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
red
);
glEnable
(
GL_LIGHT0
);
checkGLcall
(
"Setting up light 1
\n
"
);
checkGLcall
(
"Setting up light 1"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_ACTIVELIGHT
(
1
));
glLightfv
(
GL_LIGHT1
,
GL_DIFFUSE
,
green
);
glLightfv
(
GL_LIGHT1
,
GL_SPECULAR
,
black
);
glLightfv
(
GL_LIGHT1
,
GL_AMBIENT
,
black
);
glLightfv
(
GL_LIGHT1
,
GL_POSITION
,
green
);
glEnable
(
GL_LIGHT1
);
checkGLcall
(
"Setting up light 2
\n
"
);
checkGLcall
(
"Setting up light 2"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_ACTIVELIGHT
(
2
));
glLightfv
(
GL_LIGHT2
,
GL_DIFFUSE
,
blue
);
glLightfv
(
GL_LIGHT2
,
GL_SPECULAR
,
black
);
glLightfv
(
GL_LIGHT2
,
GL_AMBIENT
,
black
);
glLightfv
(
GL_LIGHT2
,
GL_POSITION
,
blue
);
glEnable
(
GL_LIGHT2
);
checkGLcall
(
"Setting up light 3
\n
"
);
checkGLcall
(
"Setting up light 3"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_MATERIAL
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORVERTEX
));
...
...
@@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_EMISSION
,
black
);
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_SPECULAR
,
black
);
glMaterialfv
(
GL_FRONT_AND_BACK
,
GL_DIFFUSE
,
white
);
checkGLcall
(
"Setting up materials
\n
"
);
checkGLcall
(
"Setting up materials"
);
}
/* Enable the needed maps.
...
...
@@ -934,7 +934,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
glRenderMode
(
GL_FEEDBACK
);
glEvalMesh2
(
GL_FILL
,
0
,
ceilf
(
patch
->
numSegs
[
0
]),
0
,
ceilf
(
patch
->
numSegs
[
1
]));
checkGLcall
(
"glEvalMesh2
\n
"
);
checkGLcall
(
"glEvalMesh2"
);
i
=
glRenderMode
(
GL_RENDER
);
if
(
i
==
-
1
)
{
...
...
@@ -1005,12 +1005,12 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
glLightfv
(
GL_LIGHT0
,
GL_POSITION
,
x
);
glLightfv
(
GL_LIGHT1
,
GL_POSITION
,
y
);
glLightfv
(
GL_LIGHT2
,
GL_POSITION
,
z
);
checkGLcall
(
"Setting up reverse light directions
\n
"
);
checkGLcall
(
"Setting up reverse light directions"
);
glRenderMode
(
GL_FEEDBACK
);
checkGLcall
(
"glRenderMode(GL_FEEDBACK)"
);
glEvalMesh2
(
GL_FILL
,
0
,
ceilf
(
patch
->
numSegs
[
0
]),
0
,
ceilf
(
patch
->
numSegs
[
1
]));
checkGLcall
(
"glEvalMesh2
\n
"
);
checkGLcall
(
"glEvalMesh2"
);
i
=
glRenderMode
(
GL_RENDER
);
checkGLcall
(
"glRenderMode(GL_RENDER)"
);
...
...
dlls/wined3d/glsl_shader.c
View file @
32fd8f21
...
...
@@ -3668,7 +3668,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
tmp_loc
=
GL_EXTCALL
(
glGetUniformLocationARB
(
programId
,
glsl_name
));
GL_EXTCALL
(
glUniform4fvARB
(
tmp_loc
,
1
,
value
));
}
checkGLcall
(
"Hardcoding local constants
\n
"
);
checkGLcall
(
"Hardcoding local constants"
);
}
/* GL locking is done by the caller */
...
...
dlls/wined3d/nvidia_texture_shader.c
View file @
32fd8f21
...
...
@@ -448,8 +448,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
stage
,
is_alpha
,
debug_d3dtop
(
op
),
op
,
arg1
,
arg2
,
arg3
,
texture_idx
);
}
checkGLcall
(
"set_tex_op_nvrc()
\n
"
);
checkGLcall
(
"set_tex_op_nvrc()"
);
}
...
...
dlls/wined3d/query.c
View file @
32fd8f21
...
...
@@ -348,7 +348,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
ENTER_GL
();
GL_EXTCALL
(
glGetQueryObjectuivARB
(
query_data
->
queryId
,
GL_QUERY_RESULT_AVAILABLE_ARB
,
&
available
));
checkGLcall
(
"glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)
\n
"
);
checkGLcall
(
"glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)"
);
TRACE
(
"(%p) : available %d.
\n
"
,
This
,
available
);
if
(
available
)
...
...
@@ -356,7 +356,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
if
(
data
)
{
GL_EXTCALL
(
glGetQueryObjectuivARB
(
query_data
->
queryId
,
GL_QUERY_RESULT_ARB
,
&
samples
));
checkGLcall
(
"glGetQueryObjectuivARB(GL_QUERY_RESULT)
\n
"
);
checkGLcall
(
"glGetQueryObjectuivARB(GL_QUERY_RESULT)"
);
TRACE
(
"(%p) : Returning %d samples.
\n
"
,
This
,
samples
);
*
data
=
samples
;
}
...
...
dlls/wined3d/surface.c
View file @
32fd8f21
...
...
@@ -3182,7 +3182,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
if
(
noBackBufferBackup
)
{
glGenTextures
(
1
,
&
backup
);
checkGLcall
(
"glGenTextures
\n
"
);
checkGLcall
(
"glGenTextures"
);
glBindTexture
(
GL_TEXTURE_2D
,
backup
);
checkGLcall
(
"glBindTexture(Src->glDescription.target, Src->glDescription.textureName)"
);
texture_target
=
GL_TEXTURE_2D
;
...
...
@@ -3801,7 +3801,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
glAlphaFunc
(
GL_NOTEQUAL
,
(
float
)
Src
->
SrcBltCKey
.
dwColorSpaceLowValue
/
256
.
0
f
);
else
glAlphaFunc
(
GL_NOTEQUAL
,
0
.
0
f
);
checkGLcall
(
"glAlphaFunc
\n
"
);
checkGLcall
(
"glAlphaFunc"
);
}
else
{
glDisable
(
GL_ALPHA_TEST
);
checkGLcall
(
"glDisable GL_ALPHA_TEST"
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment