From 74acbf9c16f30578a41a746d798af72d3d8b502d Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 3 Dec 2008 14:53:44 +0100 Subject: [PATCH] wined3d: Get rid of vcheckGLcall. Everywhere it's used a regular checkGLcall will do just as well. --- dlls/wined3d/state.c | 4 ++-- dlls/wined3d/surface.c | 24 ++++++++++++------------ dlls/wined3d/wined3d_private.h | 15 --------------- 3 files changed, 14 insertions(+), 29 deletions(-) diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 2b02481074f..6c8e27302ae 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -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]); - vcheckGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)"); + checkGLcall("glSecondaryColorPointerEXT(4, GL_UNSIGNED_BYTE, ...)"); glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT); - vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); + checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); } else { /* Missing specular color is not critical, no warnings */ diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 3e72ad60318..01914030911 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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); - vcheckGLcall("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); - vcheckGLcall("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); - vcheckGLcall("glIntegerv"); + checkGLcall("glIntegerv"); glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); - vcheckGLcall("glIntegerv"); + checkGLcall("glIntegerv"); glPixelZoom(1.0, -1.0); - vcheckGLcall("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); - vcheckGLcall("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); - vcheckGLcall("glPixelZoom"); + checkGLcall("glPixelZoom"); glRasterPos3iv(&prev_rasterpos[0]); - vcheckGLcall("glRasterPos3iv"); + checkGLcall("glRasterPos3iv"); /* Reset to previous pack row length */ glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes); - vcheckGLcall("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); - vcheckGLcall("glGetIntegerv"); + checkGLcall("glGetIntegerv"); glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer); - vcheckGLcall("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 } } } - vcheckGLcall("glCopyTexSubImage2D"); + checkGLcall("glCopyTexSubImage2D"); LEAVE_GL(); } diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 36ba5630704..a672864c72c 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -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