wined3d: Get rid of vcheckGLcall.

Everywhere it's used a regular checkGLcall will do just as well.
This commit is contained in:
Henri Verbeet 2008-12-03 14:53:44 +01:00 committed by Alexandre Julliard
parent e04556bb16
commit 74acbf9c16
3 changed files with 14 additions and 29 deletions

View File

@ -4264,9 +4264,9 @@ static void loadVertexData(IWineD3DStateBlockImpl *stateblock, const WineDirect3
WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType), WINED3D_ATR_GLTYPE(sd->u.s.specular.dwType),
sd->u.s.specular.dwStride, sd->u.s.specular.dwStride,
sd->u.s.specular.lpData + stateblock->loadBaseVertexIndex * sd->u.s.specular.dwStride + offset[sd->u.s.specular.streamNo]); 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); glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
vcheckGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)"); checkGLcall("glEnableClientState(GL_SECONDARY_COLOR_ARRAY_EXT)");
} else { } else {
/* Missing specular color is not critical, no warnings */ /* 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
local_rect.right - local_rect.left, local_rect.right - local_rect.left,
local_rect.bottom - local_rect.top, local_rect.bottom - local_rect.top,
fmt, type, mem); fmt, type, mem);
vcheckGLcall("glReadPixels"); checkGLcall("glReadPixels");
if(This->Flags & SFLAG_PBO) { if(This->Flags & SFLAG_PBO) {
GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0)); GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
@ -959,7 +959,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
checkGLcall("glCopyTexSubImage2D"); checkGLcall("glCopyTexSubImage2D");
glReadBuffer(prevRead); glReadBuffer(prevRead);
vcheckGLcall("glReadBuffer"); checkGLcall("glReadBuffer");
LEAVE_GL(); LEAVE_GL();
TRACE("Updated target %d\n", This->glDescription.target); 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); glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
vcheckGLcall("glIntegerv"); checkGLcall("glIntegerv");
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]); glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
vcheckGLcall("glIntegerv"); checkGLcall("glIntegerv");
glPixelZoom(1.0, -1.0); 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 */ /* If not fullscreen, we need to skip a number of bytes to find the next row of data */
glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes); glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width); glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1); glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
vcheckGLcall("glRasterPos2f"); checkGLcall("glRasterPos2f");
/* Some drivers(radeon dri, others?) don't like exceptions during /* Some drivers(radeon dri, others?) don't like exceptions during
* glDrawPixels. If the surface is a DIB section, it might be in GDIMode * 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); glPixelZoom(1.0,1.0);
vcheckGLcall("glPixelZoom"); checkGLcall("glPixelZoom");
glRasterPos3iv(&prev_rasterpos[0]); glRasterPos3iv(&prev_rasterpos[0]);
vcheckGLcall("glRasterPos3iv"); checkGLcall("glRasterPos3iv");
/* Reset to previous pack row length */ /* Reset to previous pack row length */
glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes); glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
vcheckGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH"); checkGLcall("glPixelStorei GL_UNPACK_ROW_LENGTH");
if(!swapchain) { if(!swapchain) {
glDrawBuffer(myDevice->offscreenBuffer); glDrawBuffer(myDevice->offscreenBuffer);
@ -2354,9 +2354,9 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, c
NULL); NULL);
glGetIntegerv(GL_READ_BUFFER, &prevRead); glGetIntegerv(GL_READ_BUFFER, &prevRead);
vcheckGLcall("glGetIntegerv"); checkGLcall("glGetIntegerv");
glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer); glReadBuffer(swapChain ? GL_BACK : This->resource.wineD3DDevice->offscreenBuffer);
vcheckGLcall("glReadBuffer"); checkGLcall("glReadBuffer");
glCopyTexImage2D(GL_TEXTURE_2D, glCopyTexImage2D(GL_TEXTURE_2D,
0, 0,
GL_RGBA, GL_RGBA,
@ -2775,7 +2775,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
} }
} }
} }
vcheckGLcall("glCopyTexSubImage2D"); checkGLcall("glCopyTexSubImage2D");
LEAVE_GL(); LEAVE_GL();
} }

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@ -576,21 +576,6 @@ extern const float identity[16];
# define VTRACE(A) # define VTRACE(A)
#endif #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 */ /* TODO: Confirm each of these works when wined3d move completed */
#if 0 /* NOTE: Must be 0 in cvs */ #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 /* To avoid having to get gigabytes of trace, the following can be compiled in, and at the start