forked from Mirrors/wine-wine
wined3d: checkGLcall() doesn't need a \n.
parent
2ac34bf231
commit
32fd8f2130
|
@ -449,7 +449,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
|
||||||
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->luminanceconst[i].const_num, scale));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
checkGLcall("Load bumpmap consts\n");
|
checkGLcall("Load bumpmap consts");
|
||||||
|
|
||||||
if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
|
if(gl_shader->ycorrection != WINED3D_CONST_NUM_UNUSED)
|
||||||
{
|
{
|
||||||
|
@ -464,7 +464,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
|
||||||
val[2] = 1.0f;
|
val[2] = 1.0f;
|
||||||
val[3] = 0.0f;
|
val[3] = 0.0f;
|
||||||
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->ycorrection, val));
|
||||||
checkGLcall("y correction loading\n");
|
checkGLcall("y correction loading");
|
||||||
}
|
}
|
||||||
|
|
||||||
if(gl_shader->num_int_consts == 0) return;
|
if(gl_shader->num_int_consts == 0) return;
|
||||||
|
@ -482,7 +482,7 @@ static inline void shader_arb_ps_local_constants(IWineD3DDeviceImpl* deviceImpl)
|
||||||
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, gl_shader->int_consts[i], val));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
checkGLcall("Load ps int consts\n");
|
checkGLcall("Load ps int consts");
|
||||||
}
|
}
|
||||||
|
|
||||||
/* GL locking is done by the caller. */
|
/* GL locking is done by the caller. */
|
||||||
|
@ -514,7 +514,7 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl)
|
||||||
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
|
GL_EXTCALL(glProgramLocalParameter4fvARB(GL_VERTEX_PROGRAM_ARB, gl_shader->int_consts[i], val));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
checkGLcall("Load vs int consts\n");
|
checkGLcall("Load vs int consts");
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -6054,7 +6054,7 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
|
||||||
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->uyvy_2d_shader));
|
||||||
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_rect_shader));
|
||||||
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
|
GL_EXTCALL(glDeleteProgramsARB(1, &priv->yv12_2d_shader));
|
||||||
checkGLcall("Delete yuv programs\n");
|
checkGLcall("Delete yuv programs");
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1045,7 +1045,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
|
||||||
for(s = 1; s < GL_LIMITS(textures); s++) {
|
for(s = 1; s < GL_LIMITS(textures); s++) {
|
||||||
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
||||||
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
|
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
|
||||||
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
|
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
|
||||||
|
@ -1070,7 +1070,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
|
||||||
for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
|
for(s = 0; s < GL_LIMITS(point_sprite_units); s++) {
|
||||||
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + s));
|
||||||
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
||||||
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n");
|
checkGLcall("glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)");
|
||||||
}
|
}
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
|
|
||||||
|
|
|
@ -443,7 +443,7 @@ static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
|
||||||
|
|
||||||
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
|
GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
|
||||||
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
|
GL_EXTCALL(glDeleteProgramsARB(1, &prog));
|
||||||
checkGLcall("ARB vp offset limit test cleanup\n");
|
checkGLcall("ARB vp offset limit test cleanup");
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
@ -544,26 +544,26 @@ static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
|
||||||
checkGLcall("Specifying the PBO test texture\n");
|
checkGLcall("Specifying the PBO test texture");
|
||||||
|
|
||||||
GL_EXTCALL(glGenBuffersARB(1, &pbo));
|
GL_EXTCALL(glGenBuffersARB(1, &pbo));
|
||||||
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
|
||||||
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
|
GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
|
||||||
checkGLcall("Specifying the PBO test pbo\n");
|
checkGLcall("Specifying the PBO test pbo");
|
||||||
|
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
||||||
checkGLcall("Loading the PBO test texture\n");
|
checkGLcall("Loading the PBO test texture");
|
||||||
|
|
||||||
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
|
||||||
glFinish(); /* just to be sure */
|
glFinish(); /* just to be sure */
|
||||||
|
|
||||||
memset(check, 0, sizeof(check));
|
memset(check, 0, sizeof(check));
|
||||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
|
glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
|
||||||
checkGLcall("Reading back the PBO test texture\n");
|
checkGLcall("Reading back the PBO test texture");
|
||||||
|
|
||||||
glDeleteTextures(1, &texture);
|
glDeleteTextures(1, &texture);
|
||||||
GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
|
GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
|
||||||
checkGLcall("PBO test cleanup\n");
|
checkGLcall("PBO test cleanup");
|
||||||
|
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
|
|
||||||
|
@ -1471,7 +1471,7 @@ static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
|
||||||
{
|
{
|
||||||
gl_info->max_point_sprite_units = 0;
|
gl_info->max_point_sprite_units = 0;
|
||||||
}
|
}
|
||||||
checkGLcall("extension detection\n");
|
checkGLcall("extension detection");
|
||||||
|
|
||||||
/* In some cases the number of texture stages can be larger than the number
|
/* In some cases the number of texture stages can be larger than the number
|
||||||
* of samplers. The GF4 for example can use only 2 samplers (no fragment
|
* of samplers. The GF4 for example can use only 2 samplers (no fragment
|
||||||
|
|
|
@ -853,21 +853,21 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
||||||
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
|
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
|
||||||
glLightfv(GL_LIGHT0, GL_POSITION, red);
|
glLightfv(GL_LIGHT0, GL_POSITION, red);
|
||||||
glEnable(GL_LIGHT0);
|
glEnable(GL_LIGHT0);
|
||||||
checkGLcall("Setting up light 1\n");
|
checkGLcall("Setting up light 1");
|
||||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(1));
|
||||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
|
||||||
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
|
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
|
||||||
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
|
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
|
||||||
glLightfv(GL_LIGHT1, GL_POSITION, green);
|
glLightfv(GL_LIGHT1, GL_POSITION, green);
|
||||||
glEnable(GL_LIGHT1);
|
glEnable(GL_LIGHT1);
|
||||||
checkGLcall("Setting up light 2\n");
|
checkGLcall("Setting up light 2");
|
||||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(2));
|
||||||
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
|
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
|
||||||
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
|
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
|
||||||
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
|
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
|
||||||
glLightfv(GL_LIGHT2, GL_POSITION, blue);
|
glLightfv(GL_LIGHT2, GL_POSITION, blue);
|
||||||
glEnable(GL_LIGHT2);
|
glEnable(GL_LIGHT2);
|
||||||
checkGLcall("Setting up light 3\n");
|
checkGLcall("Setting up light 3");
|
||||||
|
|
||||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
|
||||||
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
|
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
|
||||||
|
@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
||||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
|
||||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
|
||||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
|
||||||
checkGLcall("Setting up materials\n");
|
checkGLcall("Setting up materials");
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Enable the needed maps.
|
/* Enable the needed maps.
|
||||||
|
@ -934,7 +934,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
||||||
glRenderMode(GL_FEEDBACK);
|
glRenderMode(GL_FEEDBACK);
|
||||||
|
|
||||||
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
||||||
checkGLcall("glEvalMesh2\n");
|
checkGLcall("glEvalMesh2");
|
||||||
|
|
||||||
i = glRenderMode(GL_RENDER);
|
i = glRenderMode(GL_RENDER);
|
||||||
if(i == -1) {
|
if(i == -1) {
|
||||||
|
@ -1005,12 +1005,12 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
|
||||||
glLightfv(GL_LIGHT0, GL_POSITION, x);
|
glLightfv(GL_LIGHT0, GL_POSITION, x);
|
||||||
glLightfv(GL_LIGHT1, GL_POSITION, y);
|
glLightfv(GL_LIGHT1, GL_POSITION, y);
|
||||||
glLightfv(GL_LIGHT2, GL_POSITION, z);
|
glLightfv(GL_LIGHT2, GL_POSITION, z);
|
||||||
checkGLcall("Setting up reverse light directions\n");
|
checkGLcall("Setting up reverse light directions");
|
||||||
|
|
||||||
glRenderMode(GL_FEEDBACK);
|
glRenderMode(GL_FEEDBACK);
|
||||||
checkGLcall("glRenderMode(GL_FEEDBACK)");
|
checkGLcall("glRenderMode(GL_FEEDBACK)");
|
||||||
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
glEvalMesh2(GL_FILL, 0, ceilf(patch->numSegs[0]), 0, ceilf(patch->numSegs[1]));
|
||||||
checkGLcall("glEvalMesh2\n");
|
checkGLcall("glEvalMesh2");
|
||||||
i = glRenderMode(GL_RENDER);
|
i = glRenderMode(GL_RENDER);
|
||||||
checkGLcall("glRenderMode(GL_RENDER)");
|
checkGLcall("glRenderMode(GL_RENDER)");
|
||||||
|
|
||||||
|
|
|
@ -3668,7 +3668,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
|
||||||
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
|
||||||
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
|
GL_EXTCALL(glUniform4fvARB(tmp_loc, 1, value));
|
||||||
}
|
}
|
||||||
checkGLcall("Hardcoding local constants\n");
|
checkGLcall("Hardcoding local constants");
|
||||||
}
|
}
|
||||||
|
|
||||||
/* GL locking is done by the caller */
|
/* GL locking is done by the caller */
|
||||||
|
|
|
@ -448,8 +448,7 @@ void set_tex_op_nvrc(IWineD3DDevice *iface, BOOL is_alpha, int stage, WINED3DTEX
|
||||||
stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
|
stage, is_alpha, debug_d3dtop(op), op, arg1, arg2, arg3, texture_idx);
|
||||||
}
|
}
|
||||||
|
|
||||||
checkGLcall("set_tex_op_nvrc()\n");
|
checkGLcall("set_tex_op_nvrc()");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -348,7 +348,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
|
||||||
ENTER_GL();
|
ENTER_GL();
|
||||||
|
|
||||||
GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
|
GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_AVAILABLE_ARB, &available));
|
||||||
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)\n");
|
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT_AVAILABLE)");
|
||||||
TRACE("(%p) : available %d.\n", This, available);
|
TRACE("(%p) : available %d.\n", This, available);
|
||||||
|
|
||||||
if (available)
|
if (available)
|
||||||
|
@ -356,7 +356,7 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
|
||||||
if (data)
|
if (data)
|
||||||
{
|
{
|
||||||
GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_ARB, &samples));
|
GL_EXTCALL(glGetQueryObjectuivARB(query_data->queryId, GL_QUERY_RESULT_ARB, &samples));
|
||||||
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)\n");
|
checkGLcall("glGetQueryObjectuivARB(GL_QUERY_RESULT)");
|
||||||
TRACE("(%p) : Returning %d samples.\n", This, samples);
|
TRACE("(%p) : Returning %d samples.\n", This, samples);
|
||||||
*data = samples;
|
*data = samples;
|
||||||
}
|
}
|
||||||
|
|
|
@ -3182,7 +3182,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
|
||||||
|
|
||||||
if(noBackBufferBackup) {
|
if(noBackBufferBackup) {
|
||||||
glGenTextures(1, &backup);
|
glGenTextures(1, &backup);
|
||||||
checkGLcall("glGenTextures\n");
|
checkGLcall("glGenTextures");
|
||||||
glBindTexture(GL_TEXTURE_2D, backup);
|
glBindTexture(GL_TEXTURE_2D, backup);
|
||||||
checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
|
checkGLcall("glBindTexture(Src->glDescription.target, Src->glDescription.textureName)");
|
||||||
texture_target = GL_TEXTURE_2D;
|
texture_target = GL_TEXTURE_2D;
|
||||||
|
@ -3801,7 +3801,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
|
||||||
glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
|
glAlphaFunc(GL_NOTEQUAL, (float)Src->SrcBltCKey.dwColorSpaceLowValue / 256.0f);
|
||||||
else
|
else
|
||||||
glAlphaFunc(GL_NOTEQUAL, 0.0f);
|
glAlphaFunc(GL_NOTEQUAL, 0.0f);
|
||||||
checkGLcall("glAlphaFunc\n");
|
checkGLcall("glAlphaFunc");
|
||||||
} else {
|
} else {
|
||||||
glDisable(GL_ALPHA_TEST);
|
glDisable(GL_ALPHA_TEST);
|
||||||
checkGLcall("glDisable GL_ALPHA_TEST");
|
checkGLcall("glDisable GL_ALPHA_TEST");
|
||||||
|
|
Loading…
Reference in New Issue