Henri Verbeet : wined3d: Get rid of vcheckGLcall.
Alexandre Julliard
julliard at winehq.org
Thu Dec 4 09:02:10 CST 2008
Module: wine
Branch: master
Commit: 74acbf9c16f30578a41a746d798af72d3d8b502d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=74acbf9c16f30578a41a746d798af72d3d8b502d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Dec 3 14:53:44 2008 +0100
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 2b02481..6c8e273 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 3e72ad6..0191403 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 36ba563..a672864 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
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