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自学教程:C++ GetResourceManager函数代码示例

51自学网 2021-06-01 21:14:17
  C++
这篇教程C++ GetResourceManager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GetResourceManager函数的典型用法代码示例。如果您正苦于以下问题:C++ GetResourceManager函数的具体用法?C++ GetResourceManager怎么用?C++ GetResourceManager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GetResourceManager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: SERIALISE_ELEMENT

bool WrappedOpenGL::Serialise_glShaderSource(GLuint shader, GLsizei count,                                             const GLchar *const *source, const GLint *length){  SERIALISE_ELEMENT(ResourceId, id, GetResourceManager()->GetID(ShaderRes(GetCtx(), shader)));  SERIALISE_ELEMENT(uint32_t, Count, count);  vector<string> srcs;  for(uint32_t i = 0; i < Count; i++)  {    string s;    if(source && source[i])      s = (length && length[i] > 0) ? string(source[i], source[i] + length[i]) : string(source[i]);    m_pSerialiser->SerialiseString("source", s);    if(m_State == READING)      srcs.push_back(s);  }  if(m_State == READING)  {    size_t numStrings = srcs.size();    const char **strings = new const char *[numStrings];    for(size_t i = 0; i < numStrings; i++)      strings[i] = srcs[i].c_str();    ResourceId liveId = GetResourceManager()->GetLiveID(id);    m_Shaders[liveId].sources.clear();    m_Shaders[liveId].sources.reserve(Count);    for(uint32_t i = 0; i < Count; i++)      m_Shaders[liveId].sources.push_back(strings[i]);    m_Real.glShaderSource(GetResourceManager()->GetLiveResource(id).name, Count, strings, NULL);    delete[] strings;  }  return true;}
开发者ID:JasonWinston,项目名称:renderdoc,代码行数:43,


示例2:

void WrappedID3D12CommandQueue::ClearAfterCapture(){  // delete cmd buffers now - had to keep them alive until after serialiser flush.  for(size_t i = 0; i < m_CmdListRecords.size(); i++)    m_CmdListRecords[i]->Delete(GetResourceManager());  m_CmdListRecords.clear();  m_QueueRecord->DeleteChunks();}
开发者ID:Anteru,项目名称:renderdoc,代码行数:10,


示例3: SERIALISE_ELEMENT

bool WrappedOpenGL::Serialise_glBindProgramPipeline(GLuint pipeline){	SERIALISE_ELEMENT(ResourceId, id, (pipeline ? GetResourceManager()->GetID(ProgramPipeRes(GetCtx(), pipeline)) : ResourceId()));	if(m_State <= EXECUTING)	{		if(id == ResourceId())		{			m_Real.glBindProgramPipeline(0);		}		else		{			GLuint live = GetResourceManager()->GetLiveResource(id).name;			m_Real.glBindProgramPipeline(live);		}	}	return true;}
开发者ID:debaetsd,项目名称:renderdoc,代码行数:19,


示例4: SCOPED_LOCK

// needs to be separate so we don't erase from m_ImageLayouts in other destroy functionsvoid WrappedVulkan::vkDestroyImage(VkDevice device, VkImage obj, const VkAllocationCallbacks* pAllocator){	{		SCOPED_LOCK(m_ImageLayoutsLock);		m_ImageLayouts.erase(GetResID(obj));	}	VkImage unwrappedObj = Unwrap(obj);	GetResourceManager()->ReleaseWrappedResource(obj, true);	return ObjDisp(device)->DestroyImage(Unwrap(device), unwrappedObj, pAllocator);}
开发者ID:Althar93,项目名称:renderdoc,代码行数:11,


示例5: SERIALISE_ELEMENT

bool WrappedVulkan::Serialise_vkCreateGraphicsPipelines(    Serialiser *localSerialiser, VkDevice device, VkPipelineCache pipelineCache, uint32_t count,    const VkGraphicsPipelineCreateInfo *pCreateInfos, const VkAllocationCallbacks *pAllocator,    VkPipeline *pPipelines){  SERIALISE_ELEMENT(ResourceId, devId, GetResID(device));  SERIALISE_ELEMENT(ResourceId, cacheId, GetResID(pipelineCache));  SERIALISE_ELEMENT(VkGraphicsPipelineCreateInfo, info, *pCreateInfos);  SERIALISE_ELEMENT(ResourceId, id, GetResID(*pPipelines));  if(m_State == READING)  {    VkPipeline pipe = VK_NULL_HANDLE;    device = GetResourceManager()->GetLiveHandle<VkDevice>(devId);    // don't use pipeline caches on replay    pipelineCache =        VK_NULL_HANDLE;    // GetResourceManager()->GetLiveHandle<VkPipelineCache>(cacheId);    VkResult ret = ObjDisp(device)->CreateGraphicsPipelines(Unwrap(device), Unwrap(pipelineCache),                                                            1, &info, NULL, &pipe);    if(ret != VK_SUCCESS)    {      RDCERR("Failed on resource serialise-creation, VkResult: 0x%08x", ret);    }    else    {      ResourceId live;      if(GetResourceManager()->HasWrapper(ToTypedHandle(pipe)))      {        live = GetResourceManager()->GetNonDispWrapper(pipe)->id;        // destroy this instance of the duplicate, as we must have matching create/destroy        // calls and there won't be a wrapped resource hanging around to destroy this one.        ObjDisp(device)->DestroyPipeline(Unwrap(device), pipe, NULL);        // whenever the new ID is requested, return the old ID, via replacements.        GetResourceManager()->ReplaceResource(id, GetResourceManager()->GetOriginalID(live));      }      else      {        live = GetResourceManager()->WrapResource(Unwrap(device), pipe);        GetResourceManager()->AddLiveResource(id, pipe);        m_CreationInfo.m_Pipeline[live].Init(GetResourceManager(), m_CreationInfo, &info);      }    }  }  return true;}
开发者ID:AJ92,项目名称:renderdoc,代码行数:53,


示例6: SERIALISE_ELEMENT

bool WrappedOpenGL::Serialise_glGenSamplers(GLsizei n, GLuint *samplers){  SERIALISE_ELEMENT(ResourceId, id, GetResourceManager()->GetID(SamplerRes(GetCtx(), *samplers)));  if(m_State == READING)  {    GLuint real = 0;    m_Real.glGenSamplers(1, &real);    m_Real.glBindSampler(0, real);    m_Real.glBindSampler(0, 0);    GLResource res = SamplerRes(GetCtx(), real);    ResourceId live = m_ResourceManager->RegisterResource(res);    GetResourceManager()->AddLiveResource(id, res);  }  return true;}
开发者ID:DrChat,项目名称:renderdoc,代码行数:19,


示例7: SERIALISE_ELEMENT

bool WrappedID3D12Device::Serialise_CreatePlacedResource(ID3D12Heap *pHeap, UINT64 HeapOffset,                                                         const D3D12_RESOURCE_DESC *pDesc,                                                         D3D12_RESOURCE_STATES InitialState,                                                         const D3D12_CLEAR_VALUE *pOptimizedClearValue,                                                         REFIID riid, void **ppvResource){  SERIALISE_ELEMENT(ResourceId, Heap, GetResID(pHeap));  SERIALISE_ELEMENT(UINT64, Offset, HeapOffset);  SERIALISE_ELEMENT(D3D12_RESOURCE_DESC, desc, *pDesc);  SERIALISE_ELEMENT(D3D12_RESOURCE_STATES, state, InitialState);  SERIALISE_ELEMENT(bool, HasClearValue, pOptimizedClearValue != NULL);  SERIALISE_ELEMENT_OPT(D3D12_CLEAR_VALUE, clearVal, *pOptimizedClearValue, HasClearValue);  SERIALISE_ELEMENT(IID, guid, riid);  SERIALISE_ELEMENT(ResourceId, Res, ((WrappedID3D12Resource *)*ppvResource)->GetResourceID());  if(m_State == READING)  {    pHeap = GetResourceManager()->GetLiveAs<ID3D12Heap>(Heap);    pOptimizedClearValue = HasClearValue ? &clearVal : NULL;    ID3D12Resource *ret = NULL;    HRESULT hr = m_pDevice->CreatePlacedResource(Unwrap(pHeap), Offset, &desc, state,                                                 pOptimizedClearValue, guid, (void **)&ret);    if(FAILED(hr))    {      RDCERR("Failed on resource serialise-creation, HRESULT: 0x%08x", hr);    }    else    {      ret = new WrappedID3D12Resource(ret, this);      GetResourceManager()->AddLiveResource(Res, ret);      SubresourceStateVector &states = m_ResourceStates[GetResID(ret)];      states.resize(GetNumSubresources(&desc), state);    }  }  return true;}
开发者ID:Anteru,项目名称:renderdoc,代码行数:43,


示例8: Weapon

Parachute::Parachute() : Weapon(WEAPON_PARACHUTE, "parachute", new ParachuteConfig(), false){  UpdateTranslationStrings();  m_category = MOVE;  m_initial_nb_ammo = 2;  use_unit_on_first_shoot = false;  m_used_this_turn = false;  img = GetResourceManager().LoadSprite(weapons_res_profile, "parachute_sprite");}
开发者ID:yeKcim,项目名称:warmux,代码行数:10,


示例9: SERIALISE_ELEMENT

bool WrappedOpenGL::Serialise_glTextureBufferRangeEXT(GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size){	SERIALISE_ELEMENT(GLenum, Target, target);	SERIALISE_ELEMENT(uint64_t, offs, (uint64_t)offset);	SERIALISE_ELEMENT(uint64_t, Size, (uint64_t)size);	SERIALISE_ELEMENT(GLenum, fmt, internalformat);	SERIALISE_ELEMENT(ResourceId, texid, GetResourceManager()->GetID(TextureRes(texture)));	SERIALISE_ELEMENT(ResourceId, bufid, GetResourceManager()->GetID(TextureRes(buffer)));		if(m_State == READING)	{		m_Real.glTextureBufferRangeEXT(GetResourceManager()->GetLiveResource(texid).name,																	 Target, fmt,																	 GetResourceManager()->GetLiveResource(bufid).name,																	 (GLintptr)offs, (GLsizeiptr)Size);	}	return true;}
开发者ID:Waferix,项目名称:renderdoc,代码行数:19,


示例10: Widget

MultiTabs::MultiTabs(const Point2i& size) : Widget(size) , max_visible_tabs(50) , current_tab(-1) , first_tab(0) , nb_visible_tabs(1) , tab_header_width(TAB_MIN_WIDTH){  Profile *res = GetResourceManager().LoadXMLProfile("graphism.xml",false);  prev_tab_bt = new Button(res, "menu/really_big_minus", false);  next_tab_bt = new Button(res, "menu/really_big_plus", false);  tab_header_height = prev_tab_bt->GetSizeY() + 4;  Widget::SetBorder(defaultOptionColorRect, BORDER);  Widget::SetBackgroundColor(defaultOptionColorBox);  GetResourceManager().UnLoadXMLProfile(res);}
开发者ID:yeKcim,项目名称:warmux,代码行数:19,


示例11: BenchItem

  BenchItem(BenchType t, const std::string& name, uint height)    : HBox(height, false, false, true /* use full height */)    , type(t)  {    Profile *res = GetResourceManager().LoadXMLProfile("graphism.xml", false);    bench = new Label(name, 0, Font::FONT_BIG, Font::FONT_BOLD,                      dark_gray_color, Text::ALIGN_CENTER);    AddWidget(bench);    score = new Label("N/A", 300, Font::FONT_BIG, Font::FONT_BOLD,                      primary_red_color, Text::ALIGN_CENTER);    AddWidget(score);    run = new Button(res, "menu/really_big_plus", true);    AddWidget(run);    GetResourceManager().UnLoadXMLProfile(res);  }
开发者ID:yeKcim,项目名称:warmux,代码行数:19,


示例12: SERIALISE_ELEMENT_PTR

bool WrappedID3D11Device::Serialise_CreateTexture2D1(const D3D11_TEXTURE2D_DESC1 *pDesc,                                                     const D3D11_SUBRESOURCE_DATA *pInitialData,                                                     ID3D11Texture2D1 **ppTexture2D){  SERIALISE_ELEMENT_PTR(D3D11_TEXTURE2D_DESC1, Descriptor, pDesc);  SERIALISE_ELEMENT(ResourceId, pTexture, GetIDForResource(*ppTexture2D));  SERIALISE_ELEMENT(bool, HasInitialData, pInitialData != NULL);  vector<D3D11_SUBRESOURCE_DATA> descs = Serialise_CreateTextureData(      ppTexture2D ? *ppTexture2D : NULL, pTexture, pInitialData, Descriptor.Width, Descriptor.Height,      1, Descriptor.Format, Descriptor.MipLevels, Descriptor.ArraySize, HasInitialData);  if(m_State == READING)  {    ID3D11Texture2D1 *ret = NULL;    HRESULT hr = E_NOINTERFACE;    TextureDisplayType dispType = DispTypeForTexture(Descriptor);    // unset flags that are unimportant/problematic in replay    Descriptor.MiscFlags &=        ~(D3D11_RESOURCE_MISC_SHARED | D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX |          D3D11_RESOURCE_MISC_GDI_COMPATIBLE | D3D11_RESOURCE_MISC_SHARED_NTHANDLE);    if(m_pDevice3)    {      if(HasInitialData)        hr = m_pDevice3->CreateTexture2D1(&Descriptor, &descs[0], &ret);      else        hr = m_pDevice3->CreateTexture2D1(&Descriptor, NULL, &ret);    }    else    {      RDCERR("Replaying a D3D11.3 device without D3D11.3 available");    }    if(FAILED(hr))    {      RDCERR("Failed on resource serialise-creation, HRESULT: 0x%08x", hr);    }    else    {      ret = new WrappedID3D11Texture2D1((ID3D11Texture2D1 *)ret, this, dispType);      GetResourceManager()->AddLiveResource(pTexture, ret);    }  }  for(size_t i = 0; i < descs.size(); i++)    SAFE_DELETE_ARRAY(descs[i].pSysMem);  return true;}
开发者ID:AJ92,项目名称:renderdoc,代码行数:54,


示例13: SCOPED_SERIALISE_CONTEXT

void WrappedOpenGL::glBindFramebuffer(GLenum target, GLuint framebuffer){	if(m_State == WRITING_CAPFRAME)	{		SCOPED_SERIALISE_CONTEXT(BIND_FRAMEBUFFER);		Serialise_glBindFramebuffer(target, framebuffer);				m_ContextRecord->AddChunk(scope.Get());	}	if(framebuffer == 0 && m_State < WRITING)		framebuffer = m_FakeBB_FBO;	if(target == eGL_DRAW_FRAMEBUFFER || target == eGL_FRAMEBUFFER)		m_DrawFramebufferRecord = GetResourceManager()->GetResourceRecord(FramebufferRes(GetCtx(), framebuffer));	else		m_ReadFramebufferRecord = GetResourceManager()->GetResourceRecord(FramebufferRes(GetCtx(), framebuffer));	m_Real.glBindFramebuffer(target, framebuffer);}
开发者ID:Lonesled,项目名称:renderdoc,代码行数:20,


示例14: SERIALISE_ELEMENT

bool WrappedOpenGL::Serialise_glBindFramebuffer(GLenum target, GLuint framebuffer){	SERIALISE_ELEMENT(GLenum, Target, target);	SERIALISE_ELEMENT(ResourceId, Id, (framebuffer ? GetResourceManager()->GetID(FramebufferRes(GetCtx(), framebuffer)) : ResourceId()));	if(m_State <= EXECUTING)	{		if(Id == ResourceId())		{			m_Real.glBindFramebuffer(Target, m_FakeBB_FBO);		}		else		{			GLResource res = GetResourceManager()->GetLiveResource(Id);			m_Real.glBindFramebuffer(Target, res.name);		}	}	return true;}
开发者ID:Lonesled,项目名称:renderdoc,代码行数:20,


示例15: GetResourceManager

void WrappedOpenGL::glCompileShader(GLuint shader){  m_Real.glCompileShader(shader);  if(m_State >= WRITING)  {    GLResourceRecord *record = GetResourceManager()->GetResourceRecord(ShaderRes(GetCtx(), shader));    RDCASSERT(record);    {      SCOPED_SERIALISE_CONTEXT(COMPILESHADER);      Serialise_glCompileShader(shader);      record->AddChunk(scope.Get());    }  }  else  {    m_Shaders[GetResourceManager()->GetID(ShaderRes(GetCtx(), shader))].Compile(*this);  }}
开发者ID:JasonWinston,项目名称:renderdoc,代码行数:20,


示例16: return

bool PushViewer::InitializeUniverse() {	if (!Parent::InitializeUniverse()) {		return (false);	}	UiCure::GravelEmitter* gravel_particle_emitter = new UiCure::GravelEmitter(GetResourceManager(), ui_manager_, 0.5f, 1, 10, 2);	level_ = new life::Level(GetResourceManager(), "level_01", ui_manager_, gravel_particle_emitter);	AddContextObject(level_, cure::kNetworkObjectRemoteControlled, 0);	level_->EnableRootShadow(false);	level_->SetAllowNetworkLogic(false);	level_->StartLoading();	cure::ContextObject* vehicle = new UiCure::Machine(GetResourceManager(), "monster_02", ui_manager_);	GetContext()->AddLocalObject(vehicle);	vehicle->SetInitialTransform(xform(kIdentityQuaternionF, vec3(-23, -80, 53)));	vehicle->StartLoading();	avatar_id_ = vehicle->GetInstanceId();	GetConsoleManager()->ExecuteCommand("fork execute-file data/steering.rec");	return (true);}
开发者ID:highfestiva,项目名称:life,代码行数:20,


示例17: Weapon

Blowtorch::Blowtorch() :  Weapon(WEAPON_BLOWTORCH, "blowtorch", new BlowtorchConfig()),  active(false){  UpdateTranslationStrings();  m_category = TOOL;  m_time_between_each_shot = MIN_TIME_BETWEEN_DIG;  m_weapon_fire = new Sprite(GetResourceManager().LoadImage(weapons_res_profile, "blowtorch_fire"));  m_can_change_weapon = true;}
开发者ID:Arnaud474,项目名称:Warmux,代码行数:11,


示例18: GetResourceManager

NAMESPACE_GRAPHICS_BEGIN//-----------------------------------//TextureManager::TextureManager(){    ResourceManager* res = GetResourceManager();    res->onResourceLoaded.Connect( this, &TextureManager::onLoaded );    res->onResourceRemoved.Connect( this, &TextureManager::onUnloaded );    res->onResourceReloaded.Connect( this, &TextureManager::onReloaded );}
开发者ID:FloodProject,项目名称:flood,代码行数:11,


示例19: SERIALISE_ELEMENT

bool WrappedVulkan::Serialise_vkDeviceWaitIdle(Serialiser* localSerialiser, VkDevice device){	SERIALISE_ELEMENT(ResourceId, id, GetResID(device));		if(m_State < WRITING)	{		device = GetResourceManager()->GetLiveHandle<VkDevice>(id);		ObjDisp(device)->DeviceWaitIdle(Unwrap(device));	}	return true;}
开发者ID:qqdiguo,项目名称:renderdoc,代码行数:12,



注:本文中的GetResourceManager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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