wined3d: Get rid of vcheckGLcall.

Henri Verbeet hverbeet at codeweavers.com
Wed Dec 3 07:53:44 CST 2008


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
-- 
1.5.6.4



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