wined3d: Fix some checkGLcalls.
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@ -369,7 +369,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, This->pbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target, This->texture_level, NULL));
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checkGLcall("glGetCompressedTexImageARB()");
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checkGLcall("glGetCompressedTexImageARB");
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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}
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@ -377,7 +377,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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{
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GL_EXTCALL(glGetCompressedTexImageARB(This->texture_target,
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This->texture_level, This->resource.allocatedMemory));
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checkGLcall("glGetCompressedTexImageARB()");
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checkGLcall("glGetCompressedTexImageARB");
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}
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LEAVE_GL();
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@ -413,13 +413,13 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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checkGLcall("glBindBufferARB");
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glGetTexImage(This->texture_target, This->texture_level, format, type, NULL);
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checkGLcall("glGetTexImage()");
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checkGLcall("glGetTexImage");
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0));
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checkGLcall("glBindBufferARB");
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} else {
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glGetTexImage(This->texture_target, This->texture_level, format, type, mem);
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checkGLcall("glGetTexImage()");
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checkGLcall("glGetTexImage");
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}
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LEAVE_GL();
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@ -797,11 +797,11 @@ static void surface_remove_pbo(IWineD3DSurfaceImpl *This) {
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
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checkGLcall("glBindBuffer(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
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checkGLcall("glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, This->pbo)");
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GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
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checkGLcall("glGetBufferSubData");
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checkGLcall("glGetBufferSubDataARB");
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GL_EXTCALL(glDeleteBuffersARB(1, &This->pbo));
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checkGLcall("glDeleteBuffers");
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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This->pbo = 0;
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@ -1002,11 +1002,11 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, CONST RECT *rect, v
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/* Save old pixel store pack state */
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glGetIntegerv(GL_PACK_ROW_LENGTH, &rowLen);
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checkGLcall("glIntegerv");
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checkGLcall("glGetIntegerv");
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glGetIntegerv(GL_PACK_SKIP_PIXELS, &skipPix);
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checkGLcall("glIntegerv");
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checkGLcall("glGetIntegerv");
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glGetIntegerv(GL_PACK_SKIP_ROWS, &skipRow);
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checkGLcall("glIntegerv");
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checkGLcall("glGetIntegerv");
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/* Setup pixel store pack state -- to glReadPixels into the correct place */
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glPixelStorei(GL_PACK_ROW_LENGTH, This->currentDesc.Width);
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@ -1385,9 +1385,9 @@ 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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checkGLcall("glIntegerv");
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checkGLcall("glGetIntegerv");
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glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
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checkGLcall("glIntegerv");
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checkGLcall("glGetIntegerv");
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glPixelZoom(1.0f, -1.0f);
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checkGLcall("glPixelZoom");
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@ -1396,7 +1396,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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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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checkGLcall("glRasterPos2f");
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checkGLcall("glRasterPos3i");
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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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@ -1446,7 +1446,7 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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/* Reset to previous pack row length */
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glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
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checkGLcall("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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@ -2730,7 +2730,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, c
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ENTER_GL();
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FIXME("Saving texture level %d width %d height %d\n", This->texture_level, width, height);
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glGetTexImage(GL_TEXTURE_2D, This->texture_level, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, allocatedMemory);
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checkGLcall("glTexImage2D");
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checkGLcall("glGetTexImage");
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if (tmpTexture) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteTextures(1, &tmpTexture);
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@ -3756,7 +3756,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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/* This is for color keying */
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if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
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glEnable(GL_ALPHA_TEST);
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checkGLcall("glEnable GL_ALPHA_TEST");
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checkGLcall("glEnable(GL_ALPHA_TEST)");
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/* When the primary render target uses P8, the alpha component contains the palette index.
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* Which means that the colorkey is one of the palette entries. In other cases pixels that
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@ -3768,7 +3768,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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checkGLcall("glAlphaFunc");
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} else {
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glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable GL_ALPHA_TEST");
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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}
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/* Draw a textured quad
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@ -4642,7 +4642,7 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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glEnable(bind_target);
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checkGLcall("glEnable(bind_target)");
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glBindTexture(bind_target, This->texture_name);
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checkGLcall("bind_target, This->texture_name)");
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checkGLcall("glBindTexture(bind_target, This->texture_name)");
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glTexParameteri(bind_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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glTexParameteri(bind_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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