wined3d: Get rid of vcheckGLcall.
Everywhere it's used a regular checkGLcall will do just as well.
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e04556bb16
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74acbf9c16
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@ -4264,9 +4264,9 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
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WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
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sd->u.s.specular.dwStride,
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sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]);
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vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
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checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)");
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
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vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
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checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
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} else {
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/* Missing specular color is not critical, no warnings */
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@ -796,7 +796,7 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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local_rect.right - local_rect.left,
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local_rect.bottom - local_rect.top,
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fmt, type, mem);
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vcheckGLcall("glReadPixels");
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checkGLcall("glReadPixels");
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if(This->Flags & SFLAG_PBO) {
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
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@ -959,7 +959,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
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checkGLcall("glCopyTexSubImage2D");
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glReadBuffer(prevRead);
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vcheckGLcall("glReadBuffer");
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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TRACE("Updated target %d\n", This->glDescription.target);
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@ -1207,18 +1207,18 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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}
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glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
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vcheckGLcall("glIntegerv");
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checkGLcall("glIntegerv");
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glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
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vcheckGLcall("glIntegerv");
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checkGLcall("glIntegerv");
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glPixelZoom(1.0, -1.0);
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vcheckGLcall("glPixelZoom");
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checkGLcall("glPixelZoom");
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/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
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glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
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glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
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vcheckGLcall("glRasterPos2f");
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checkGLcall("glRasterPos2f");
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/* Some drivers(radeon dri, others?) don't like exceptions during
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* glDrawPixels. If the surface is a DIB section, it might be in GDIMode
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@ -1261,14 +1261,14 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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}
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glPixelZoom(1.0,1.0);
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vcheckGLcall("glPixelZoom");
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checkGLcall("glPixelZoom");
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glRasterPos3iv(&prev_rasterpos[0]);
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vcheckGLcall("glRasterPos3iv");
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checkGLcall("glRasterPos3iv");
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/* Reset to previous pack row length */
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glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
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vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
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checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
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if(!swapchain) {
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glDrawBuffer(myDevice->offscreenBuffer);
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@ -2354,9 +2354,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, c
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NULL);
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glGetIntegerv(GL_READ_BUFFER, &prevRead);
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vcheckGLcall("glGetIntegerv");
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checkGLcall("glGetIntegerv");
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glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
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vcheckGLcall("glReadBuffer");
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checkGLcall("glReadBuffer");
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glCopyTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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@ -2775,7 +2775,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
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}
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}
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}
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vcheckGLcall("glCopyTexSubImage2D");
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checkGLcall("glCopyTexSubImage2D");
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LEAVE_GL();
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}
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@ -576,21 +576,6 @@ extern const float identity[16];
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# define VTRACE(A)
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#endif
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/* Checking of per-vertex related GL calls */
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/* --------------------- */
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#define vcheckGLcall(A) \
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do { \
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GLint err = glGetError(); \
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if (err == GL_NO_ERROR) { \
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VTRACE(("%s call ok %s / %d\n", A, __FILE__, __LINE__)); \
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\
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} else do { \
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FIXME(">>>>>>>>>>>>>>>>> %s (%#x) from %s @ %s / %d\n", \
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debug_glerror(err), err, A, __FILE__, __LINE__); \
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err = glGetError(); \
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} while (err != GL_NO_ERROR); \
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} while(0)
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/* TODO: Confirm each of these works when wined3d move completed */
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#if 0 /* NOTE: Must be 0 in cvs */
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/* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start
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