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本文整理汇总了C++中ASSERT_MAIN_THREAD函数的典型用法代码示例。如果您正苦于以下问题:C++ ASSERT_MAIN_THREAD函数的具体用法?C++ ASSERT_MAIN_THREAD怎么用?C++ ASSERT_MAIN_THREAD使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了ASSERT_MAIN_THREAD函数的19个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: ASSERT_MAIN_THREADvoid sdl_window_info::destroy(){ sdl_window_info **prevptr; ASSERT_MAIN_THREAD(); if (multithreading_enabled) { sdlwindow_sync(); } //osd_event_wait(window->rendered_event, osd_ticks_per_second()*10); // remove us from the list for (prevptr = &sdl_window_list; *prevptr != NULL; prevptr = &(*prevptr)->m_next) if (*prevptr == this) { *prevptr = this->m_next; break; } // free the textures etc execute_async_wait(&sdlwindow_video_window_destroy_wt, worker_param(this)); // free the render target, after the textures! this->machine().render().target_free(m_target); // free the event osd_event_free(m_rendered_event); // free the lock osd_lock_free(this->m_render_lock);}
开发者ID:gregdickhudl,项目名称:mame,代码行数:32,
示例2: ASSERT_MAIN_THREADvoid ShaderState::DrawArrays(uint dt, size_t count) const{ ASSERT_MAIN_THREAD(); glDrawArrays(dt, 0, (GLsizei)count); glReportError(); graphicsDrawCount++;}
开发者ID:ConConovaloff,项目名称:outlaws-core,代码行数:7,
示例3: sdlwindow_exitstatic void sdlwindow_exit(running_machine &machine){ ASSERT_MAIN_THREAD(); mame_printf_verbose("Enter sdlwindow_exit/n"); // free all the windows while (sdl_window_list != NULL) { sdl_window_info *temp = sdl_window_list; sdl_window_list = temp->next; sdlwindow_video_window_destroy(machine, temp); } // if we're multithreaded, clean up the window thread if (multithreading_enabled) { sdlwindow_sync(); } // kill the drawers (*draw.exit)(); execute_async_wait(&sdlwindow_exit_wt, NULL); if (multithreading_enabled) { osd_work_queue_wait(work_queue, 1000000); osd_work_queue_free(work_queue); } mame_printf_verbose("Leave sdlwindow_exit/n");}
开发者ID:clobber,项目名称:UME,代码行数:33,
示例4: ASSERT_MAIN_THREADint CScriptSystem::BeginCall(const char* sFuncName, const bool bRaiseError /* = true */){ ASSERT_MAIN_THREAD(); // Check for LUA stack corruption CheckStackOnBeginCall(); lua_getglobal(m_pLS, sFuncName); m_nTempArg = 0;#ifdef _DEBUG if (!lua_isfunction(m_pLS, -1)) { if (bRaiseError) { RaiseError(m_pLS, "Function %s not found(check for syntax errors or if the file wasn't loaded)", sFuncName); } m_nTempArg = -1; lua_pop(m_pLS, 1); m_CurrentDeep--; return 0; }#endif return 1;}
开发者ID:CodeBees,项目名称:behaviac,代码行数:25,
示例5: sdlwindow_video_window_update_hivoid sdlwindow_video_window_update_hi(running_machine &machine, sdl_window_info *window){ ASSERT_MAIN_THREAD(); // adjust the cursor state sdlwindow_update_cursor_state(machine, window);}
开发者ID:j4y4r,项目名称:j4ymame,代码行数:8,
示例6: osd_mallocint sdl_window_info::window_init(){ worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param)); int result; ASSERT_MAIN_THREAD(); // set the initial maximized state // FIXME: Does not belong here sdl_options &options = downcast<sdl_options &>(m_machine.options()); m_startmaximized = options.maximize(); // add us to the list *last_window_ptr = this; last_window_ptr = &this->m_next; set_renderer(draw.create(this)); // create an event that we can use to skip blitting m_rendered_event = osd_event_alloc(FALSE, TRUE); // load the layout m_target = m_machine.render().target_alloc(); // set the specific view set_starting_view(m_index, options.view(), options.view(m_index)); // make the window title if (video_config.numscreens == 1) sprintf(m_title, "%s: %s [%s]", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name); else sprintf(m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name, m_index); wp->set_window(this); // FIXME: pass error back in a different way if (multithreading_enabled) { osd_work_item *wi; wi = osd_work_item_queue(work_queue, &sdl_window_info::complete_create_wt, (void *) wp, 0); sdlwindow_sync(); result = *((int *) (osd_work_item_result)(wi)); osd_work_item_release(wi); } else result = *((int *) sdl_window_info::complete_create_wt((void *) wp, 0)); // handle error conditions if (result == 1) goto error; return 0;error: destroy(); return 1;}
开发者ID:mbcoguno,项目名称:mame,代码行数:58,
示例7: sdlwindow_video_window_updatevoid sdlwindow_video_window_update(running_machine &machine, sdl_window_info *window){ osd_ticks_t event_wait_ticks; ASSERT_MAIN_THREAD(); // adjust the cursor state sdlwindow_update_cursor_state(machine, window); // if we're visible and running and not in the middle of a resize, draw if (window->target != NULL) { int tempwidth, tempheight; // see if the games video mode has changed window->target->compute_minimum_size(tempwidth, tempheight); if (tempwidth != window->minwidth || tempheight != window->minheight) { window->minwidth = tempwidth; window->minheight = tempheight; if (!window->fullscreen) { sdlwindow_blit_surface_size(window, window->width, window->height); sdlwindow_resize(window, window->blitwidth, window->blitheight); } else if (video_config.switchres) { pick_best_mode(window, &tempwidth, &tempheight); sdlwindow_resize(window, tempwidth, tempheight); } } if (video_config.waitvsync && video_config.syncrefresh) event_wait_ticks = osd_ticks_per_second(); // block at most a second else event_wait_ticks = 0; if (osd_event_wait(window->rendered_event, event_wait_ticks)) { worker_param wp; render_primitive_list *primlist; clear_worker_param(&wp); // ensure the target bounds are up-to-date, and then get the primitives primlist = &window->get_primitives(window); // and redraw now wp.list = primlist; wp.window = window; wp.m_machine = &machine; execute_async(&draw_video_contents_wt, &wp); } }}
开发者ID:clobber,项目名称:UME,代码行数:57,
示例8: ASSERT_MAIN_THREADvoid sdl_window_info::resize(INT32 width, INT32 height){ ASSERT_MAIN_THREAD(); osd_dim cd = get_size(); if (width != cd.width() || height != cd.height()) { auto wp = std::make_unique<worker_param>(std::static_pointer_cast<sdl_window_info>(shared_from_this()), width, height); execute_async_wait(&sdlwindow_resize_wt, std::move(wp)); }}
开发者ID:chrisisonwildcode,项目名称:mame,代码行数:12,
示例9: sdlwindow_toggle_full_screenvoid sdlwindow_toggle_full_screen(running_machine &machine, sdl_window_info *window){ worker_param wp; ASSERT_MAIN_THREAD(); clear_worker_param(&wp); wp.window = window; wp.m_machine = &machine; execute_async_wait(&sdlwindow_toggle_full_screen_wt, &wp);}
开发者ID:clobber,项目名称:UME,代码行数:12,
示例10: sdlwindow_video_window_updatevoid sdlwindow_video_window_update(running_machine *machine, sdl_window_info *window){ ASSERT_MAIN_THREAD(); // adjust the cursor state sdlwindow_update_cursor_state(machine, window); // if we're visible and running and not in the middle of a resize, draw if (window->target != NULL) { int tempwidth, tempheight; // see if the games video mode has changed render_target_get_minimum_size(window->target, &tempwidth, &tempheight); if (tempwidth != window->minwidth || tempheight != window->minheight) { window->minwidth = tempwidth; window->minheight = tempheight; if (!window->fullscreen) { sdlwindow_blit_surface_size(window, window->width, window->height); sdlwindow_resize(window, window->blitwidth, window->blitheight); } else if (video_config.switchres) { pick_best_mode(window, &tempwidth, &tempheight); sdlwindow_resize(window, tempwidth, tempheight); } } // only render if we have been signalled if (osd_event_wait(window->rendered_event, 0)) { worker_param wp; const render_primitive_list *primlist; clear_worker_param(&wp); // ensure the target bounds are up-to-date, and then get the primitives primlist = window->get_primitives(window); // and redraw now wp.list = primlist; wp.window = window; wp.machine = machine; execute_async(&draw_video_contents_wt, &wp); } }}
开发者ID:DarrenBranford,项目名称:MAME4iOS,代码行数:52,
示例11: glReportValidateShaderError1void glReportValidateShaderError1(const char *file, uint line, const char *function, GLuint program, const char *name){ ASSERT_MAIN_THREAD(); if (!(globals.debugRender&DBG_GLERROR) && globals.frameStep > kDebugFrames) return; glValidateProgram(program); GLint status = 0; glGetProgramiv(program, GL_VALIDATE_STATUS, &status); checkProgramInfoLog(program, "validate"); glReportError1(file, line, function); ASSERT_(status == GL_TRUE, file, line, function, "%s", name);}
开发者ID:ConConovaloff,项目名称:outlaws-core,代码行数:14,
示例12: glReportFramebufferError1static GLenum glReportFramebufferError1(const char *file, uint line, const char *function){ ASSERT_MAIN_THREAD(); if (!(globals.debugRender&DBG_GLERROR) && globals.frameStep > kDebugFrames) return GL_NO_ERROR; GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (GL_FRAMEBUFFER_COMPLETE != err) { OLG_OnAssertFailed(file, line, function, "glCheckFramebufferStatus", "%s", getGLFrameBufferStatusString(err).c_str()); } return err;}
开发者ID:ConConovaloff,项目名称:outlaws-core,代码行数:15,
示例13: sdlwindow_resizevoid sdlwindow_resize(sdl_window_info *window, INT32 width, INT32 height){ worker_param wp; ASSERT_MAIN_THREAD(); if (width == window->width && height == window->height) return; clear_worker_param(&wp); wp.resize_new_width = width; wp.resize_new_height = height; wp.window = window; execute_async_wait(&sdlwindow_resize_wt, &wp);}
开发者ID:clobber,项目名称:UME,代码行数:16,
示例14: glReportError1GLenum glReportError1(const char *file, uint line, const char *function){ ASSERT_MAIN_THREAD(); if (!(globals.debugRender&DBG_GLERROR) && globals.frameStep > kDebugFrames) return GL_NO_ERROR; GLenum err = GL_NO_ERROR; while (GL_NO_ERROR != (err = glGetError())) { const char* msg = (const char *)gluErrorString(err); OLG_OnAssertFailed(file, line, function, "glGetError", "%s", msg); } return err;}
开发者ID:ConConovaloff,项目名称:outlaws-core,代码行数:16,
示例15: set_starting_viewstatic void set_starting_view(running_machine &machine, int index, sdl_window_info *window, const char *defview, const char *view){ int viewindex; ASSERT_MAIN_THREAD(); // choose non-auto over auto if (strcmp(view, "auto") == 0 && strcmp(defview, "auto") != 0) view = defview; // query the video system to help us pick a view viewindex = window->target->configured_view(view, index, video_config.numscreens); // set the view window->target->set_view(viewindex); window->start_viewscreen=viewindex;}
开发者ID:clobber,项目名称:UME,代码行数:17,
示例16: set_starting_viewstatic void set_starting_view(running_machine *machine, int index, sdl_window_info *window, const char *view){ const char *defview = options_get_string(machine->options(), SDLOPTION_VIEW( )); int viewindex; ASSERT_MAIN_THREAD(); // choose non-auto over auto if (strcmp(view, "auto") == 0 && strcmp(defview, "auto") != 0) view = defview; // query the video system to help us pick a view viewindex = video_get_view_for_target(machine, window->target, view, index, video_config.numscreens); // set the view render_target_set_view(window->target, viewindex); window->start_viewscreen=viewindex;}
开发者ID:DarrenBranford,项目名称:MAME4iOS,代码行数:18,
示例17: wp_dummyvoid sdl_osd_interface::window_exit(){ std::unique_ptr<worker_param> wp_dummy(nullptr); ASSERT_MAIN_THREAD(); osd_printf_verbose("Enter sdlwindow_exit/n"); // free all the windows while (!sdl_window_list.empty()) { auto window = sdl_window_list.front(); // Part of destroy removes the window from the list window->destroy(); } switch(video_config.mode) { case VIDEO_MODE_SDL2ACCEL: renderer_sdl1::exit(); break; case VIDEO_MODE_SOFT: renderer_sdl1::exit(); break; case VIDEO_MODE_BGFX: renderer_bgfx::exit(); break;#if (USE_OPENGL) case VIDEO_MODE_OPENGL: renderer_ogl::exit(); break;#endif default: break; } execute_async_wait(&sdlwindow_exit_wt, std::move(wp_dummy)); osd_printf_verbose("Leave sdlwindow_exit/n");}
开发者ID:chrisisonwildcode,项目名称:mame,代码行数:42,
示例18: ASSERT_MAIN_THREAD void Context::RemoveAgent(Agent* pAgent) { ASSERT_MAIN_THREAD(); int agentId = pAgent->GetId(); int priority = pAgent->GetPriority(); vector<behaviac::Context::HeapItem_t>::iterator it = std::find_if(this->m_agents.begin(), this->m_agents.end(), HeapFinder_t(priority)); if (it != this->m_agents.end()) { HeapItem_t& pa = *it; Agents_t::iterator ita = pa.agents.find(agentId); if (ita != pa.agents.end()) { pa.agents.erase(ita); } } }
开发者ID:1414648814,项目名称:behaviac,代码行数:21,
示例19: sdlwindow_video_window_destroystatic void sdlwindow_video_window_destroy(running_machine *machine, sdl_window_info *window){ sdl_window_info **prevptr; worker_param wp; ASSERT_MAIN_THREAD(); if (multithreading_enabled) { sdlwindow_sync(); } //osd_event_wait(window->rendered_event, osd_ticks_per_second()*10); // remove us from the list for (prevptr = &sdl_window_list; *prevptr != NULL; prevptr = &(*prevptr)->next) if (*prevptr == window) { *prevptr = window->next; break; } // free the textures etc clear_worker_param(&wp); wp.window = window; wp.machine = machine; execute_async_wait(&sdlwindow_video_window_destroy_wt, &wp); // free the render target, after the textures! if (window->target != NULL) render_target_free(window->target); // free the event osd_event_free(window->rendered_event); // free the window itself global_free(window);}
开发者ID:DarrenBranford,项目名称:MAME4iOS,代码行数:37,
注:本文中的ASSERT_MAIN_THREAD函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ ASSERT_MESSAGE函数代码示例 C++ ASSERT_M函数代码示例 |