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自学教程:C++ CHECK_HRESULT函数代码示例

51自学网 2021-06-01 20:00:51
  C++
这篇教程C++ CHECK_HRESULT函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中CHECK_HRESULT函数的典型用法代码示例。如果您正苦于以下问题:C++ CHECK_HRESULT函数的具体用法?C++ CHECK_HRESULT怎么用?C++ CHECK_HRESULT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CHECK_HRESULT函数的8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: CHECK_HRESULT

IAAFClassDefSP AxObject::GetDefinition(){    IAAFClassDefSP spIaafClassDef;    CHECK_HRESULT( _spIaafObject->GetDefinition( &spIaafClassDef ) );    return spIaafClassDef;}
开发者ID:nevali,项目名称:aaf,代码行数:8,


示例2: CHECK_HRESULT

IEnumAAFKLVDataDefsSP AxDictionary::GetKLVDataDefs(){    IEnumAAFKLVDataDefsSP spIEnumAAFKLVDataDefs;    CHECK_HRESULT( _spIaafDictionary->GetKLVDataDefs( &spIEnumAAFKLVDataDefs ) );    return spIEnumAAFKLVDataDefs;}
开发者ID:UIKit0,项目名称:aaf,代码行数:8,


示例3: CHECK_HRESULT

aafUInt32 AxMobSlot::GetPhysicalNum(){	aafUInt32 num;	CHECK_HRESULT( _spIaafMobSlot->GetPhysicalNum( &num ) );	return num;}
开发者ID:UIKit0,项目名称:aaf,代码行数:8,


示例4: prepare_render_targets

void D3D12GSRender::clear_surface(u32 arg){	// Ignore clear if surface target is set to CELL_GCM_SURFACE_TARGET_NONE	if (rsx::method_registers.surface_color_target() == rsx::surface_target::none) return;		std::chrono::time_point<std::chrono::system_clock> start_duration = std::chrono::system_clock::now();	std::chrono::time_point<std::chrono::system_clock> rtt_duration_start = std::chrono::system_clock::now();	prepare_render_targets(get_current_resource_storage().command_list.Get());	std::chrono::time_point<std::chrono::system_clock> rtt_duration_end = std::chrono::system_clock::now();	m_timers.prepare_rtt_duration += std::chrono::duration_cast<std::chrono::microseconds>(rtt_duration_end - rtt_duration_start).count();	if (arg & 0x1 || arg & 0x2)	{		get_current_resource_storage().depth_stencil_descriptor_heap_index++;		if (arg & 0x1)		{			u32 clear_depth = rsx::method_registers.z_clear_value();			u32 max_depth_value = get_max_depth_value(rsx::method_registers.surface_depth_fmt());			get_current_resource_storage().command_list->ClearDepthStencilView(m_rtts.current_ds_handle, D3D12_CLEAR_FLAG_DEPTH, clear_depth / (float)max_depth_value, 0,				1, &get_scissor(rsx::method_registers.scissor_origin_x(), rsx::method_registers.scissor_origin_y(), rsx::method_registers.scissor_width(), rsx::method_registers.scissor_height()));		}		if (arg & 0x2)			get_current_resource_storage().command_list->ClearDepthStencilView(m_rtts.current_ds_handle, D3D12_CLEAR_FLAG_STENCIL, 0.f, get_clear_stencil(rsx::method_registers.stencil_clear_value()),				1, &get_scissor(rsx::method_registers.scissor_origin_x(), rsx::method_registers.scissor_origin_y(), rsx::method_registers.scissor_width(), rsx::method_registers.scissor_height()));	}	if (arg & 0xF0)	{		CD3DX12_CPU_DESCRIPTOR_HANDLE handle = CD3DX12_CPU_DESCRIPTOR_HANDLE(m_rtts.current_rtts_handle);		size_t rtt_index = get_num_rtt(rsx::method_registers.surface_color_target());		get_current_resource_storage().render_targets_descriptors_heap_index += rtt_index;		std::array<float, 4> clear_color =		{			rsx::method_registers.clear_color_r() / 255.f,			rsx::method_registers.clear_color_g() / 255.f,			rsx::method_registers.clear_color_b() / 255.f,			rsx::method_registers.clear_color_a() / 255.f,		};		for (unsigned i = 0; i < rtt_index; i++)			get_current_resource_storage().command_list->ClearRenderTargetView(handle.Offset(i, m_descriptor_stride_rtv), clear_color.data(),				1, &get_scissor(rsx::method_registers.scissor_origin_x(), rsx::method_registers.scissor_origin_y(), rsx::method_registers.scissor_width(), rsx::method_registers.scissor_height()));	}	std::chrono::time_point<std::chrono::system_clock> end_duration = std::chrono::system_clock::now();	m_timers.draw_calls_duration += std::chrono::duration_cast<std::chrono::microseconds>(end_duration - start_duration).count();	m_timers.draw_calls_count++;	if (g_cfg_rsx_debug_output)	{		CHECK_HRESULT(get_current_resource_storage().command_list->Close());		m_command_queue->ExecuteCommandLists(1, (ID3D12CommandList**)get_current_resource_storage().command_list.GetAddressOf());		get_current_resource_storage().set_new_command_list();	}}
开发者ID:KitoHo,项目名称:rpcs3,代码行数:58,


示例5: CHECK_HRESULT

void resource_storage::init(ID3D12Device *device){	in_use = false;	m_device = device;	ram_framebuffer = nullptr;	// Create a global command allocator	CHECK_HRESULT(device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(command_allocator.GetAddressOf())));	CHECK_HRESULT(m_device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator.Get(), nullptr, IID_PPV_ARGS(command_list.GetAddressOf())));	CHECK_HRESULT(command_list->Close());	D3D12_DESCRIPTOR_HEAP_DESC descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV, 10000, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };	CHECK_HRESULT(device->CreateDescriptorHeap(&descriptor_heap_desc, IID_PPV_ARGS(&descriptors_heap)));	D3D12_DESCRIPTOR_HEAP_DESC sampler_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER , 2048, D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE };	CHECK_HRESULT(device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&sampler_descriptor_heap[0])));	CHECK_HRESULT(device->CreateDescriptorHeap(&sampler_heap_desc, IID_PPV_ARGS(&sampler_descriptor_heap[1])));	D3D12_DESCRIPTOR_HEAP_DESC ds_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_DSV , 10000};	device->CreateDescriptorHeap(&ds_descriptor_heap_desc, IID_PPV_ARGS(&depth_stencil_descriptor_heap));	D3D12_DESCRIPTOR_HEAP_DESC rtv_descriptor_heap_desc = { D3D12_DESCRIPTOR_HEAP_TYPE_RTV , 10000 };	device->CreateDescriptorHeap(&rtv_descriptor_heap_desc, IID_PPV_ARGS(&render_targets_descriptors_heap));	frame_finished_handle = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);	fence_value = 0;	CHECK_HRESULT(device->CreateFence(fence_value++, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(frame_finished_fence.GetAddressOf())));}
开发者ID:Majkel86,项目名称:rpcs3,代码行数:28,


示例6: CHECK_HRESULT

void resource_storage::set_new_command_list(){	CHECK_HRESULT(command_list->Reset(command_allocator.Get(), nullptr));	ID3D12DescriptorHeap *descriptors[] =	{		descriptors_heap.Get(),		sampler_descriptor_heap[sampler_descriptors_heap_index].Get(),	};	command_list->SetDescriptorHeaps(2, descriptors);}
开发者ID:Endika,项目名称:rpcs3,代码行数:11,


示例7: CHECK_HRESULT

	void VssCopy::Init()	{		CHECK_HRESULT( ::CoInitialize(NULL) );		CHECK_HRESULT( ::CreateVssBackupComponents(&pBackupComponents_) );		CHECK_HRESULT( pBackupComponents_->InitializeForBackup() );		CComPtr<IVssAsync> pWriterMetadataStatus;		CHECK_HRESULT( pBackupComponents_->GatherWriterMetadata(&pWriterMetadataStatus) );		WaitAndQueryStatus(pWriterMetadataStatus);		GUID snapshotSetId = GUID_NULL;		CHECK_HRESULT( pBackupComponents_->StartSnapshotSet(&snapshotSetId) );		wchar_t volumePathName[MAX_PATH];		if (! ::GetVolumePathName(sourcePath_, volumePathName, MAX_PATH))		{			AtlThrowLastWin32();		}		GUID snapshotId;		CHECK_HRESULT( pBackupComponents_->AddToSnapshotSet(volumePathName, GUID_NULL, &snapshotId) );		CHECK_HRESULT( pBackupComponents_->SetBackupState(TRUE, FALSE, VSS_BT_FULL) );		CComPtr<IVssAsync> pPrepareForBackupResults;		CHECK_HRESULT( pBackupComponents_->PrepareForBackup(&pPrepareForBackupResults) );		WaitAndQueryStatus(pPrepareForBackupResults);		backupState_ = TRUE;		CComPtr<IVssAsync> pDoSnapshotSetResults;		CHECK_HRESULT( pBackupComponents_->DoSnapshotSet(&pDoSnapshotSetResults) );		WaitAndQueryStatus(pDoSnapshotSetResults);		snapshotProperties_ = new VSS_SNAPSHOT_PROP;		CHECK_HRESULT( pBackupComponents_->GetSnapshotProperties(snapshotId, snapshotProperties_) );		snapshotDeviceObject_ = snapshotProperties_->m_pwszSnapshotDeviceObject;		return;	}
开发者ID:z3v2cicidi,项目名称:ditsnap,代码行数:40,


示例8: WaitForSingleObjectEx

void resource_storage::wait_and_clean(){	if (in_use)		WaitForSingleObjectEx(frame_finished_handle, INFINITE, FALSE);	else		CHECK_HRESULT(command_list->Close());	reset();	dirty_textures.clear();	ram_framebuffer = nullptr;}
开发者ID:Majkel86,项目名称:rpcs3,代码行数:13,



注:本文中的CHECK_HRESULT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。


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