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
74acbf9c
Commit
74acbf9c
authored
Dec 03, 2008
by
Henri Verbeet
Committed by
Alexandre Julliard
Dec 04, 2008
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Get rid of vcheckGLcall.
Everywhere it's used a regular checkGLcall will do just as well.
parent
e04556bb
Show whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
14 additions
and
29 deletions
+14
-29
state.c
dlls/wined3d/state.c
+2
-2
surface.c
dlls/wined3d/surface.c
+12
-12
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-15
No files found.
dlls/wined3d/state.c
View file @
74acbf9c
...
...
@@ -4264,9 +4264,9 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
WINED3D_ATR_GLTYPE
(
sd
->
u
.
s
.
specular
.
dwType
),
sd
->
u
.
s
.
specular
.
dwStride
,
sd
->
u
.
s
.
specular
.
lpData
+
stateblock
->
loadBaseVertexIndex
*
sd
->
u
.
s
.
specular
.
dwStride
+
offset
[
sd
->
u
.
s
.
specular
.
streamNo
]);
v
checkGLcall
(
"glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)"
);
checkGLcall
(
"glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)"
);
glEnableClientState
(
GL_SECONDARY_COLOR_ARRAY_EXT
);
v
checkGLcall
(
"glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"
);
checkGLcall
(
"glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"
);
}
else
{
/* Missing specular color is not critical, no warnings */
...
...
dlls/wined3d/surface.c
View file @
74acbf9c
...
...
@@ -796,7 +796,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
local_rect
.
right
-
local_rect
.
left
,
local_rect
.
bottom
-
local_rect
.
top
,
fmt
,
type
,
mem
);
v
checkGLcall
(
"glReadPixels"
);
checkGLcall
(
"glReadPixels"
);
if
(
This
->
Flags
&
SFLAG_PBO
)
{
GL_EXTCALL
(
glBindBufferARB
(
GL_PIXEL_PACK_BUFFER_ARB
,
0
));
...
...
@@ -959,7 +959,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
checkGLcall
(
"glCopyTexSubImage2D"
);
glReadBuffer
(
prevRead
);
v
checkGLcall
(
"glReadBuffer"
);
checkGLcall
(
"glReadBuffer"
);
LEAVE_GL
();
TRACE
(
"Updated target %d
\n
"
,
This
->
glDescription
.
target
);
...
...
@@ -1207,18 +1207,18 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
}
glGetIntegerv
(
GL_PACK_SWAP_BYTES
,
&
prev_store
);
v
checkGLcall
(
"glIntegerv"
);
checkGLcall
(
"glIntegerv"
);
glGetIntegerv
(
GL_CURRENT_RASTER_POSITION
,
&
prev_rasterpos
[
0
]);
v
checkGLcall
(
"glIntegerv"
);
checkGLcall
(
"glIntegerv"
);
glPixelZoom
(
1
.
0
,
-
1
.
0
);
v
checkGLcall
(
"glPixelZoom"
);
checkGLcall
(
"glPixelZoom"
);
/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv
(
GL_UNPACK_ROW_LENGTH
,
&
skipBytes
);
glPixelStorei
(
GL_UNPACK_ROW_LENGTH
,
This
->
currentDesc
.
Width
);
glRasterPos3i
(
This
->
lockedRect
.
left
,
This
->
lockedRect
.
top
,
1
);
v
checkGLcall
(
"glRasterPos2f"
);
checkGLcall
(
"glRasterPos2f"
);
/* Some drivers(radeon dri, others?) don't like exceptions during
* glDrawPixels. If the surface is a DIB section, it might be in GDIMode
...
...
@@ -1261,14 +1261,14 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
}
glPixelZoom
(
1
.
0
,
1
.
0
);
v
checkGLcall
(
"glPixelZoom"
);
checkGLcall
(
"glPixelZoom"
);
glRasterPos3iv
(
&
prev_rasterpos
[
0
]);
v
checkGLcall
(
"glRasterPos3iv"
);
checkGLcall
(
"glRasterPos3iv"
);
/* Reset to previous pack row length */
glPixelStorei
(
GL_UNPACK_ROW_LENGTH
,
skipBytes
);
v
checkGLcall
(
"glPixelStorei GL_UNPACK_ROW_LENGTH"
);
checkGLcall
(
"glPixelStorei GL_UNPACK_ROW_LENGTH"
);
if
(
!
swapchain
)
{
glDrawBuffer
(
myDevice
->
offscreenBuffer
);
...
...
@@ -2354,9 +2354,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, c
NULL
);
glGetIntegerv
(
GL_READ_BUFFER
,
&
prevRead
);
v
checkGLcall
(
"glGetIntegerv"
);
checkGLcall
(
"glGetIntegerv"
);
glReadBuffer
(
swapChain
?
GL_BACK
:
This
->
resource
.
wineD3DDevice
->
offscreenBuffer
);
v
checkGLcall
(
"glReadBuffer"
);
checkGLcall
(
"glReadBuffer"
);
glCopyTexImage2D
(
GL_TEXTURE_2D
,
0
,
GL_RGBA
,
...
...
@@ -2775,7 +2775,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
}
}
}
v
checkGLcall
(
"glCopyTexSubImage2D"
);
checkGLcall
(
"glCopyTexSubImage2D"
);
LEAVE_GL
();
}
...
...
dlls/wined3d/wined3d_private.h
View file @
74acbf9c
...
...
@@ -576,21 +576,6 @@ extern const float identity[16];
# define VTRACE(A)
#endif
/* Checking of per-vertex related GL calls */
/* --------------------- */
#define vcheckGLcall(A) \
do { \
GLint err = glGetError(); \
if (err == GL_NO_ERROR) { \
VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
\
} else do { \
FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
debug_glerror(err), err, A, __FILE__, __LINE__); \
err = glGetError(); \
} while (err != GL_NO_ERROR); \
} while(0)
/* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */
/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
...
...
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