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authorJohannes Schickel2015-12-12 03:22:51 +0100
committerJohannes Schickel2016-03-16 20:29:24 +0100
commite11f4df1118eb0858f4d3bfda697e63174d5e2d1 (patch)
tree8361456dc8beac319cbe7a9f66c05389ddc75844 /backends
parent4a781737c1da77015df4547f64f2f88966816343 (diff)
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OPENGL: Rename GLCALL to GL_CALL.
Diffstat (limited to 'backends')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp68
-rw-r--r--backends/graphics/opengl/opengl-sys.h2
-rw-r--r--backends/graphics/opengl/texture.cpp42
3 files changed, 56 insertions, 56 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 2af7da5f1f..34d4ca888c 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -370,13 +370,13 @@ void OpenGLGraphicsManager::updateScreen() {
// cleared. For example, when switching from overlay visible to
// invisible, we need to assure that all contents are cleared to
// properly remove all overlay contents.
- GLCALL(glDisable(GL_SCISSOR_TEST));
- GLCALL(glClear(GL_COLOR_BUFFER_BIT));
- GLCALL(glEnable(GL_SCISSOR_TEST));
+ GL_CALL(glDisable(GL_SCISSOR_TEST));
+ GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
+ GL_CALL(glEnable(GL_SCISSOR_TEST));
--_scissorOverride;
} else {
- GLCALL(glClear(GL_COLOR_BUFFER_BIT));
+ GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
}
const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_displayHeight / _gameScreen->getHeight();
@@ -418,13 +418,13 @@ void OpenGLGraphicsManager::updateScreen() {
}
// Set the OSD transparency.
- GLCALL(glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f));
+ GL_CALL(glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f));
// Draw the OSD texture.
_osd->draw(0, 0, _outputScreenWidth, _outputScreenHeight);
// Reset color.
- GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
+ GL_CALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
}
#endif
@@ -466,7 +466,7 @@ void OpenGLGraphicsManager::showOverlay() {
_forceRedraw = true;
// Allow drawing inside full screen area.
- GLCALL(glDisable(GL_SCISSOR_TEST));
+ GL_CALL(glDisable(GL_SCISSOR_TEST));
// Update cursor position.
setMousePosition(_cursorX, _cursorY);
@@ -477,7 +477,7 @@ void OpenGLGraphicsManager::hideOverlay() {
_forceRedraw = true;
// Limit drawing to screen area.
- GLCALL(glEnable(GL_SCISSOR_TEST));
+ GL_CALL(glEnable(GL_SCISSOR_TEST));
_scissorOverride = 3;
// Update cursor position.
@@ -755,17 +755,17 @@ void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
_outputScreenHeight = height;
// Setup coordinates system.
- GLCALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight));
+ GL_CALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight));
- GLCALL(glMatrixMode(GL_PROJECTION));
- GLCALL(glLoadIdentity());
+ GL_CALL(glMatrixMode(GL_PROJECTION));
+ GL_CALL(glLoadIdentity());
#ifdef USE_GLES
- GLCALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+ GL_CALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
#else
- GLCALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+ GL_CALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
#endif
- GLCALL(glMatrixMode(GL_MODELVIEW));
- GLCALL(glLoadIdentity());
+ GL_CALL(glMatrixMode(GL_MODELVIEW));
+ GL_CALL(glLoadIdentity());
uint overlayWidth = width;
uint overlayHeight = height;
@@ -839,33 +839,33 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
initializeGLContext();
// Disable 3D properties.
- GLCALL(glDisable(GL_CULL_FACE));
- GLCALL(glDisable(GL_DEPTH_TEST));
- GLCALL(glDisable(GL_LIGHTING));
- GLCALL(glDisable(GL_FOG));
- GLCALL(glDisable(GL_DITHER));
- GLCALL(glShadeModel(GL_FLAT));
- GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
+ GL_CALL(glDisable(GL_CULL_FACE));
+ GL_CALL(glDisable(GL_DEPTH_TEST));
+ GL_CALL(glDisable(GL_LIGHTING));
+ GL_CALL(glDisable(GL_FOG));
+ GL_CALL(glDisable(GL_DITHER));
+ GL_CALL(glShadeModel(GL_FLAT));
+ GL_CALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
// Default to black as clear color.
- GLCALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
- GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
+ GL_CALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
+ GL_CALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
// Setup alpha blend (for overlay and cursor).
- GLCALL(glEnable(GL_BLEND));
- GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
+ GL_CALL(glEnable(GL_BLEND));
+ GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Enable rendering with vertex and coord arrays.
- GLCALL(glEnableClientState(GL_VERTEX_ARRAY));
- GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
+ GL_CALL(glEnableClientState(GL_VERTEX_ARRAY));
+ GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
- GLCALL(glEnable(GL_TEXTURE_2D));
+ GL_CALL(glEnable(GL_TEXTURE_2D));
// Setup scissor state accordingly.
if (_overlayVisible) {
- GLCALL(glDisable(GL_SCISSOR_TEST));
+ GL_CALL(glDisable(GL_SCISSOR_TEST));
} else {
- GLCALL(glEnable(GL_SCISSOR_TEST));
+ GL_CALL(glEnable(GL_SCISSOR_TEST));
}
// Clear the whole screen for the first three frames to assure any
// leftovers are cleared.
@@ -874,7 +874,7 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
// We use a "pack" alignment (when reading from textures) to 4 here,
// since the only place where we really use it is the BMP screenshot
// code and that requires the same alignment too.
- GLCALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
+ GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
// Query information needed by textures.
Texture::queryTextureInformation();
@@ -1118,7 +1118,7 @@ void OpenGLGraphicsManager::recalculateDisplayArea() {
// Setup drawing limitation for game graphics.
// This invovles some trickery because OpenGL's viewport coordinate system
// is upside down compared to ours.
- GLCALL(glScissor(_displayX,
+ GL_CALL(glScissor(_displayX,
_outputScreenHeight - _displayHeight - _displayY,
_displayWidth,
_displayHeight));
@@ -1206,7 +1206,7 @@ void OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const
uint8 *pixels = new uint8[lineSize * height];
// Get pixel data from OpenGL buffer
- GLCALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels));
+ GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels));
// BMP stores as BGR. Since we can't assume that GL_BGR is supported we
// will swap the components from the RGB we read to BGR on our own.
diff --git a/backends/graphics/opengl/opengl-sys.h b/backends/graphics/opengl/opengl-sys.h
index 08b3b4581c..f78b3377b3 100644
--- a/backends/graphics/opengl/opengl-sys.h
+++ b/backends/graphics/opengl/opengl-sys.h
@@ -87,6 +87,6 @@ extern Context g_context;
} // End of namespace OpenGL
-#define GLCALL(x) GL_WRAP_DEBUG(g_context.x, x)
+#define GL_CALL(x) GL_WRAP_DEBUG(g_context.x, x)
#endif
diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp
index bc255004e7..b866b15bfd 100644
--- a/backends/graphics/opengl/texture.cpp
+++ b/backends/graphics/opengl/texture.cpp
@@ -42,7 +42,7 @@ static GLuint nextHigher2(GLuint v) {
GLint Texture::_maxTextureSize = 0;
void Texture::queryTextureInformation() {
- GLCALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize));
+ GL_CALL(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize));
debug(5, "OpenGL maximum texture size: %d", _maxTextureSize);
}
@@ -58,7 +58,7 @@ Texture::~Texture() {
}
void Texture::releaseInternalTexture() {
- GLCALL(glDeleteTextures(1, &_glTexture));
+ GL_CALL(glDeleteTextures(1, &_glTexture));
_glTexture = 0;
}
@@ -67,20 +67,20 @@ void Texture::recreateInternalTexture() {
releaseInternalTexture();
// Get a new texture name.
- GLCALL(glGenTextures(1, &_glTexture));
+ GL_CALL(glGenTextures(1, &_glTexture));
// Set up all texture parameters.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
- GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
// In case there is an actual texture setup we reinitialize it.
if (_textureData.getPixels()) {
// Allocate storage for OpenGL texture.
- GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
_textureData.h, 0, _glFormat, _glType, NULL));
// Mark dirts such that it will be completely refreshed the next time.
@@ -95,10 +95,10 @@ void Texture::enableLinearFiltering(bool enable) {
_glFilter = GL_NEAREST;
}
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
- GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
+ GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
}
void Texture::allocate(uint width, uint height) {
@@ -115,10 +115,10 @@ void Texture::allocate(uint width, uint height) {
_textureData.create(texWidth, texHeight, _format);
// Set the texture.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
// Allocate storage for OpenGL texture.
- GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
+ GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w,
_textureData.h, 0, _glFormat, _glType, NULL));
}
@@ -174,7 +174,7 @@ void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
updateTexture();
// Set the texture.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
// Calculate the texture rect that will be drawn.
const GLfloat texWidth = (GLfloat)_userPixelData.w / _textureData.w;
@@ -185,7 +185,7 @@ void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
0, texHeight,
texWidth, texHeight
};
- GLCALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
+ GL_CALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords));
// Calculate the screen rect where the texture will be drawn.
const GLfloat vertices[4*2] = {
@@ -194,10 +194,10 @@ void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) {
x, y + h,
x + w, y + h
};
- GLCALL(glVertexPointer(2, GL_FLOAT, 0, vertices));
+ GL_CALL(glVertexPointer(2, GL_FLOAT, 0, vertices));
// Draw the texture to the screen buffer.
- GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
+ GL_CALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
void Texture::updateTexture() {
@@ -237,7 +237,7 @@ void Texture::updateTexture() {
}
// Set the texture.
- GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
+ GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
// Update the actual texture.
// Although we keep track of the dirty part of the texture buffer we
@@ -257,7 +257,7 @@ void Texture::updateTexture() {
//
// 3) Use glTexSubImage2D per line changed. This is what the old OpenGL
// graphics manager did but it is much slower! Thus, we do not use it.
- GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(),
+ GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(),
_glFormat, _glType, _textureData.getBasePtr(0, dirtyArea.top)));
// We should have handled everything, thus not dirty anymore.