wined3d: Get rid of vcheckGLcall.
Everywhere it's used a regular checkGLcall will do just as well.
This commit is contained in:
parent
e04556bb16
commit
74acbf9c16
|
@ -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 */
|
||||||
|
|
|
@ -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();
|
||||||
}
|
}
|
||||||
|
|
|
@ -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
|
||||||
|
|
Loading…
Reference in New Issue