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自学教程:C++ IsLinked函数代码示例

51自学网 2021-06-01 21:41:43
  C++
这篇教程C++ IsLinked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IsLinked函数的典型用法代码示例。如果您正苦于以下问题:C++ IsLinked函数的具体用法?C++ IsLinked怎么用?C++ IsLinked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IsLinked函数的24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: DisconnectLink

void eFBCTunerManager::Unlink(eDVBRegisteredFrontend *fe) const{	eDVBRegisteredFrontend *simul_fe;	bool simulate;	simulate = fe->m_frontend->is_simulate();	if (IsRootFE(fe) || IsFEUsed(fe, simulate) || IsSCR(fe) || !IsLinked(fe))		return;	//PrintLinks(fe);	DisconnectLink(fe, FrontendGetLinkPtr(fe, link_prev), FrontendGetLinkPtr(fe, link_next), simulate);	fe->m_frontend->setEnabled(false);	if(!simulate) // also act on the simulation frontends	{		if((simul_fe = GetSimulFE(fe)) && !IsRootFE(simul_fe) && !IsFEUsed(simul_fe, true) &&				!IsSCR(simul_fe) && IsLinked(simul_fe))		{			DisconnectLink(simul_fe, FrontendGetLinkPtr(simul_fe, link_prev), FrontendGetLinkPtr(simul_fe, link_next), true);			simul_fe->m_frontend->setEnabled(false);		}	}	//PrintLinks(fe);	//setDefaultFBCID(link_fe);	UpdateLNBSlotMask(FESlotID(fe), FESlotID(GetHead(fe)), /*remove*/true);}
开发者ID:Antonio-Team,项目名称:enigma2,代码行数:30,


示例2: LinkInfo

already_AddRefed<WebGLActiveInfo>WebGLProgram::GetTransformFeedbackVarying(GLuint index){    // No docs in the WebGL 2 spec for this function. Taking the language for    // getActiveAttrib, which states that the function returns null on any error.    if (!IsLinked()) {        mContext->ErrorInvalidOperation("getTransformFeedbackVarying: `program` must be "                                        "linked.");        return nullptr;    }    if (index >= mTransformFeedbackVaryings.size()) {        mContext->ErrorInvalidValue("getTransformFeedbackVarying: `index` is greater or "                                    "equal to TRANSFORM_FEEDBACK_VARYINGS.");        return nullptr;    }    const nsCString& varyingUserName = mTransformFeedbackVaryings[index];    WebGLActiveInfo* info;    LinkInfo()->FindAttrib(varyingUserName, (const WebGLActiveInfo**) &info);    MOZ_ASSERT(info);    RefPtr<WebGLActiveInfo> ret(info);    return ret.forget();}
开发者ID:MozCloudStorage,项目名称:gecko-dev,代码行数:26,


示例3: RemovalTime

CampaignTime SimPersistantClass::RemovalTime (void){	if (IsLinked())		return 0xffffffff;	else		return unionData.removeTime;}
开发者ID:FreeFalcon,项目名称:freefalcon-central,代码行数:7,


示例4: Uninitialize

bool BaseProgramRenderPass::Initialize(){	if (mProgramState->Program()!=0)	{		Uninitialize();	}	uint newProgram=Render::Instance().CreateProgram();	RETURN_FALSE_IF_ZERO(newProgram);	mProgramState->SetProgram(newProgram);	if (mVertexShader!=nullptr)	{		Render::Instance().AttachShader(newProgram,mVertexShader->Shader());	}	if (mPixelShader!=nullptr)	{		Render::Instance().AttachShader(newProgram,mPixelShader->Shader());	}	if (!IsLinked())	{		Link();	}	return true;	}
开发者ID:fjz13,项目名称:Medusa,代码行数:27,


示例5: ADDTOCALLSTACK

bool CResourceLink::ResourceLock( CResourceLock &s ){    ADDTOCALLSTACK("CResourceLink::ResourceLock");    // Find the definition of this item in the scripts.    // Open a locked copy of this script    // NOTE: How can we tell the file has changed since last open ?    // RETURN: true = found it.    if ( !IsLinked() )	// has already failed previously.        return false;    ASSERT(m_pScript);    //	Give several tryes to lock the script while multithreading    int iRet = s.OpenLock( m_pScript, m_Context );    if ( ! iRet )        return true;    s.AttachObj( this );    // ret = -2 or -3    lpctstr pszName = GetResourceName();    DEBUG_ERR(("ResourceLock '%s':%d id=%s FAILED/n", s.GetFilePath(), m_Context.m_iOffset, pszName));    return false;}
开发者ID:Sphereserver,项目名称:Source2,代码行数:25,


示例6: glDetachShader

bool ShaderProgram::Link(){    if(mVertexShader != NULL && mFragmentShader != NULL)    {        if(mProgramId != 0)        {            glDetachShader(ProgramId(),mVertexShader->ShaderId());            glDetachShader(ProgramId(),mFragmentShader->ShaderId());            glDeleteProgram(ProgramId());        }        //Create the shader program and attach the two shaders to it.        mProgramId = glCreateProgram();        glAttachShader(ProgramId(),mVertexShader->ShaderId());        glAttachShader(ProgramId(),mFragmentShader->ShaderId());        //Link the shader program        glLinkProgram(ProgramId());                return IsLinked();    }    else    {        return false;    } }
开发者ID:theomission,项目名称:3D-Rendering,代码行数:27,


示例7: LinkInfo

voidWebGLProgram::UniformBlockBinding(GLuint uniformBlockIndex,                                  GLuint uniformBlockBinding) const{    const char funcName[] = "getActiveUniformBlockName";    if (!IsLinked()) {        mContext->ErrorInvalidOperation("%s: `program` must be linked.", funcName);        return;    }    const auto& uniformBlocks = LinkInfo()->uniformBlocks;    if (uniformBlockIndex >= uniformBlocks.size()) {        mContext->ErrorInvalidValue("%s: Index %u invalid.", funcName, uniformBlockIndex);        return;    }    const auto& uniformBlock = uniformBlocks[uniformBlockIndex];    const auto& indexedBindings = mContext->mIndexedUniformBufferBindings;    if (uniformBlockBinding >= indexedBindings.size()) {        mContext->ErrorInvalidValue("%s: Binding %u invalid.", funcName,                                    uniformBlockBinding);        return;    }    const auto& indexedBinding = indexedBindings[uniformBlockBinding];    ////    gl::GLContext* gl = mContext->GL();    gl->MakeCurrent();    gl->fUniformBlockBinding(mGLName, uniformBlockIndex, uniformBlockBinding);    ////    uniformBlock->mBinding = &indexedBinding;}
开发者ID:mephisto41,项目名称:gecko-dev,代码行数:35,


示例8: NullValue

JS::ValueWebGLProgram::GetActiveUniformBlockParam(GLuint uniformBlockIndex, GLenum pname) const{    if (!IsLinked()) {        mContext->ErrorInvalidOperation("getActiveUniformBlockParameter: `program` must be linked.");        return JS::NullValue();    }    const webgl::LinkedProgramInfo* linkInfo = LinkInfo();    GLuint uniformBlockCount = (GLuint)linkInfo->uniformBlocks.size();    if (uniformBlockIndex >= uniformBlockCount) {        mContext->ErrorInvalidValue("getActiveUniformBlockParameter: index %u invalid.", uniformBlockIndex);        return JS::NullValue();    }    gl::GLContext* gl = mContext->GL();    GLint param = 0;    switch (pname) {    case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:    case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:        gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, &param);        return JS::BooleanValue(bool(param));    case LOCAL_GL_UNIFORM_BLOCK_BINDING:    case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:    case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:        gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, &param);        return JS::NumberValue(param);    default:        MOZ_CRASH("bad `pname`.");    }}
开发者ID:mephisto41,项目名称:gecko-dev,代码行数:34,


示例9: LinkInfo

voidWebGLProgram::GetActiveUniformBlockParam(GLuint uniformBlockIndex, GLenum pname,                                         dom::Nullable<dom::OwningUnsignedLongOrUint32ArrayOrBoolean>& retval) const{    retval.SetNull();    if (!IsLinked()) {        mContext->ErrorInvalidOperation("getActiveUniformBlockParameter: `program` must be linked.");        return;    }    const webgl::LinkedProgramInfo* linkInfo = LinkInfo();    GLuint uniformBlockCount = (GLuint)linkInfo->uniformBlocks.size();    if (uniformBlockIndex >= uniformBlockCount) {        mContext->ErrorInvalidValue("getActiveUniformBlockParameter: index %u invalid.", uniformBlockIndex);        return;    }    gl::GLContext* gl = mContext->GL();    GLint param = 0;    switch (pname) {    case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:    case LOCAL_GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:        gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, &param);        retval.SetValue().SetAsBoolean() = (param != 0);        return;    case LOCAL_GL_UNIFORM_BLOCK_BINDING:    case LOCAL_GL_UNIFORM_BLOCK_DATA_SIZE:    case LOCAL_GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:        gl->fGetActiveUniformBlockiv(mGLName, uniformBlockIndex, pname, &param);        retval.SetValue().SetAsUnsignedLong() = param;        return;    }}
开发者ID:Danielzac,项目名称:gecko-dev,代码行数:35,


示例10: GetOpenGLESProgram

bool ProgramGLSL::IsValid(){	// Get the OpenGL ES program - this also ensures that the program is linked	GetOpenGLESProgram();	// Is the OpenGL ES program linked?	return IsLinked();}
开发者ID:ByeDream,项目名称:pixellight,代码行数:8,


示例11: IsCompatibleWith

int eFBCTunerManager::IsCompatibleWith(ePtr<iDVBFrontendParameters> &feparm, eDVBRegisteredFrontend *link_fe, eDVBRegisteredFrontend *&fbc_fe, bool simulate) const{	eSmartPtrList<eDVBRegisteredFrontend> &frontends = simulate ? m_res_mgr->m_simulate_frontend : m_res_mgr->m_frontend;	eDVBRegisteredFrontend *fe_insert_point;	int best_score, new_score;	best_score = 0;	for (eSmartPtrList<eDVBRegisteredFrontend>::iterator it(frontends.begin()); it != frontends.end(); ++it)	{		if (!it->m_frontend->is_FBCTuner())			continue;		if (!IsRootFE(*it))			continue;		if(!it->m_frontend->getEnabled())			continue;		if(!IsSameFBCSet(FESlotID(link_fe), FESlotID(it)))			continue;		if(it->m_inuse == 0)			continue;		if(IsLinked(*it))			continue;		if(IsSCR(*it))			continue;		// temporarily add this leaf to the current "linked" chain, at the tail		fe_insert_point = GetTail(*it);		ConnectLink(link_fe, /*prev_fe*/fe_insert_point, /*next_fe*/(eDVBRegisteredFrontend *)0, simulate);		link_fe->m_frontend->setEnabled(true);		UpdateLNBSlotMask(FESlotID(link_fe), FESlotID(*it), false);		// get score when leaf is added		new_score = link_fe->m_frontend->isCompatibleWith(feparm);		if (new_score > best_score)		{			best_score = new_score;			fbc_fe = *it;		}		// now remove the leaf tuner again		DisconnectLink(link_fe, /*prev_fe*/fe_insert_point, /*next_fe*/(eDVBRegisteredFrontend *)0, simulate);		link_fe->m_frontend->setEnabled(false);		UpdateLNBSlotMask(FESlotID(link_fe), FESlotID(*it), true);	}	return best_score;}
开发者ID:Antonio-Team,项目名称:enigma2,代码行数:57,


示例12: assert

void Program::Use() const{	assert(IsLinked());	if (msCurrentlyInUse != mProgram)	{		msCurrentlyInUse = mProgram;		glUseProgram(mProgram);	}}
开发者ID:shadept,项目名称:AVT,代码行数:9,


示例13: FindNextLowestCeiling

//// P_FindNextLowestCeiling()//// Passed a sector and a ceiling height, returns the fixed point value// of the largest ceiling height in a surrounding sector smaller than// the ceiling height passed. If no such height exists the ceiling height// passed is returned.//// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this//fixed_t sector_t::FindNextLowestCeiling (vertex_t **v) const{	fixed_t height;	fixed_t heightdiff;	fixed_t oceil, ceil;	sector_t *other;	vertex_t *spot;	line_t *check;	int i;	if (linecount == 0) return GetPlaneTexZ(sector_t::ceiling);	spot = lines[0]->v1;	height = ceilingplane.ZatPoint (spot);	heightdiff = FIXED_MAX;	for (i = 0; i < linecount; i++)	{		check = lines[i];		if (NULL != (other = getNextSector (check, this)))		{			oceil = other->ceilingplane.ZatPoint (check->v1);			ceil = ceilingplane.ZatPoint (check->v1);			if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true))			{				heightdiff = ceil - oceil;				height = oceil;				spot = check->v1;			}			oceil = other->ceilingplane.ZatPoint (check->v2);			ceil = ceilingplane.ZatPoint (check->v2);			if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true))			{				heightdiff = ceil - oceil;				height = oceil;				spot = check->v2;			}		}	}	if (v != NULL)		*v = spot;	return height;}
开发者ID:AkumaKing,项目名称:Xeu,代码行数:54,


示例14: NS_ENSURE_ARG_POINTER

NS_IMETHODIMPnsHTMLLinkAccessible::GetNumActions(PRUint8 *aNumActions){  NS_ENSURE_ARG_POINTER(aNumActions);  if (!IsLinked())    return nsHyperTextAccessible::GetNumActions(aNumActions);  *aNumActions = 1;  return NS_OK;}
开发者ID:nikhilm,项目名称:v8monkey,代码行数:11,


示例15: ASSERT

/* * Add a node after this node. */void CListNode::AddAfter(CListNode &lnToAdd){  ASSERT(IsLinked() && !lnToAdd.IsLinked());  CListNode &succ = IterationSucc();  CListNode &pred = *this;  succ.ln_Pred = &lnToAdd;  pred.ln_Succ = &lnToAdd;  lnToAdd.ln_Succ = &succ;  lnToAdd.ln_Pred = &pred;}
开发者ID:ArcticPheenix,项目名称:Serious-Engine,代码行数:15,


示例16: mappedName

already_AddRefed<WebGLUniformLocation>WebGLProgram::GetUniformLocation(const nsAString& userName_wide) const{    if (!ValidateGLSLVariableName(userName_wide, mContext, "getUniformLocation"))        return nullptr;    if (!IsLinked()) {        mContext->ErrorInvalidOperation("getUniformLocation: `program` must be linked.");        return nullptr;    }    const NS_LossyConvertUTF16toASCII userName(userName_wide);    nsDependentCString baseUserName;    bool isArray = false;    // GLES 2.0.25, Section 2.10, p35    // If the the uniform location is an array, then the location of the first    // element of that array can be retrieved by either using the name of the    // uniform array, or the name of the uniform array appended with "[0]".    // The ParseName() can't recognize this rule. So always initialize    // arrayIndex with 0.    size_t arrayIndex = 0;    if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex))        return nullptr;    const WebGLActiveInfo* activeInfo;    if (!LinkInfo()->FindUniform(baseUserName, &activeInfo))        return nullptr;    const nsCString& baseMappedName = activeInfo->mBaseMappedName;    nsAutoCString mappedName(baseMappedName);    if (isArray) {        mappedName.AppendLiteral("[");        mappedName.AppendInt(uint32_t(arrayIndex));        mappedName.AppendLiteral("]");    }    gl::GLContext* gl = mContext->GL();    gl->MakeCurrent();    GLint loc = gl->fGetUniformLocation(mGLName, mappedName.BeginReading());    if (loc == -1)        return nullptr;    RefPtr<WebGLUniformLocation> locObj = new WebGLUniformLocation(mContext, LinkInfo(),                                                                   loc, arrayIndex,                                                                   activeInfo);    return locObj.forget();}
开发者ID:Pike,项目名称:gecko-dev,代码行数:50,


示例17: GetActionName

NS_IMETHODIMPnsHTMLLinkAccessible::GetActionName(PRUint8 aIndex, nsAString& aName){  aName.Truncate();  if (!IsLinked())    return nsHyperTextAccessible::GetActionName(aIndex, aName);  // Action 0 (default action): Jump to link  if (aIndex != eAction_Jump)    return NS_ERROR_INVALID_ARG;  aName.AssignLiteral("jump");  return NS_OK;}
开发者ID:nikhilm,项目名称:v8monkey,代码行数:15,


示例18: DoAction

NS_IMETHODIMPnsHTMLLinkAccessible::DoAction(PRUint8 aIndex){  if (!IsLinked())    return nsHyperTextAccessible::DoAction(aIndex);  // Action 0 (default action): Jump to link  if (aIndex != eAction_Jump)    return NS_ERROR_INVALID_ARG;  if (IsDefunct())    return NS_ERROR_FAILURE;  DoCommand();  return NS_OK;}
开发者ID:nikhilm,项目名称:v8monkey,代码行数:16,


示例19: DoAction

NS_IMETHODIMPnsHTMLLinkAccessible::DoAction(PRUint8 aIndex){  if (!IsLinked())    return nsHyperTextAccessible::DoAction(aIndex);  // Action 0 (default action): Jump to link  if (aIndex != eAction_Jump)    return NS_ERROR_INVALID_ARG;  if (IsDefunct())    return NS_ERROR_FAILURE;  nsCOMPtr<nsIContent> content(do_QueryInterface(mDOMNode));  return DoCommand(content);}
开发者ID:AllenDou,项目名称:firefox,代码行数:16,


示例20: mappedName

voidWebGLProgram::GetUniformIndices(const dom::Sequence<nsString>& uniformNames,                                dom::Nullable< nsTArray<GLuint> >& retval) const{    const char funcName[] = "getUniformIndices";    if (!IsLinked()) {        mContext->ErrorInvalidOperation("%s: `program` must be linked.", funcName);        return;    }    size_t count = uniformNames.Length();    nsTArray<GLuint>& arr = retval.SetValue();    gl::GLContext* gl = mContext->GL();    gl->MakeCurrent();    for (size_t i = 0; i < count; i++) {        const NS_LossyConvertUTF16toASCII userName(uniformNames[i]);        nsDependentCString baseUserName;        bool isArray;        size_t arrayIndex;        if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex)) {            arr.AppendElement(LOCAL_GL_INVALID_INDEX);            continue;        }        webgl::UniformInfo* info;        if (!LinkInfo()->FindUniform(baseUserName, &info)) {            arr.AppendElement(LOCAL_GL_INVALID_INDEX);            continue;        }        nsAutoCString mappedName(info->mActiveInfo->mBaseMappedName);        if (isArray) {            mappedName.AppendLiteral("[");            mappedName.AppendInt(uint32_t(arrayIndex));            mappedName.AppendLiteral("]");        }        const GLchar* mappedNameBytes = mappedName.BeginReading();        GLuint index = 0;        gl->fGetUniformIndices(mGLName, 1, &mappedNameBytes, &index);        arr.AppendElement(index);    }}
开发者ID:mephisto41,项目名称:gecko-dev,代码行数:47,


示例21: switch

JS::ValueWebGLProgram::GetProgramParameter(GLenum pname) const{    gl::GLContext* gl = mContext->gl;    gl->MakeCurrent();    if (mContext->IsWebGL2()) {        switch (pname) {        case LOCAL_GL_ACTIVE_UNIFORM_BLOCKS:            return JS::Int32Value(GetProgramiv(gl, mGLName, pname));        case LOCAL_GL_TRANSFORM_FEEDBACK_VARYINGS:            return JS::Int32Value(mNextLink_TransformFeedbackVaryings.size());        case LOCAL_GL_TRANSFORM_FEEDBACK_BUFFER_MODE:            return JS::Int32Value(mNextLink_TransformFeedbackBufferMode);       }    }    switch (pname) {    case LOCAL_GL_ATTACHED_SHADERS:    case LOCAL_GL_ACTIVE_UNIFORMS:    case LOCAL_GL_ACTIVE_ATTRIBUTES:        return JS::Int32Value(GetProgramiv(gl, mGLName, pname));    case LOCAL_GL_DELETE_STATUS:        return JS::BooleanValue(IsDeleteRequested());    case LOCAL_GL_LINK_STATUS:        return JS::BooleanValue(IsLinked());    case LOCAL_GL_VALIDATE_STATUS:#ifdef XP_MACOSX        // See comment in ValidateProgram.        if (gl->WorkAroundDriverBugs())            return JS::BooleanValue(true);#endif        return JS::BooleanValue(bool(GetProgramiv(gl, mGLName, pname)));    default:        mContext->ErrorInvalidEnumInfo("getProgramParameter: `pname`",                                       pname);        return JS::NullValue();    }}
开发者ID:mephisto41,项目名称:gecko-dev,代码行数:45,


示例22: assert

void COMPLETION_PORT_IMPL::StartWaiter( COMPLETION_WAITER *waiter ){	// remove a packet from the queue	COMPLETION_PACKET *packet = queue.Head();	assert( packet );	queue.Unlink( packet );	// pass the packet to the waiting thread	waiter->SetPacket( packet );	// unlink the waiter, and possibly unlink this port	waiter_list.Unlink( waiter );	if (waiter_list.Empty() && IsLinked())		waiting_thread_ports.Unlink( this );	// restart the waiter last	waiter->Start();}
开发者ID:bragin,项目名称:ring3k,代码行数:18,


示例23: GLint

GLintWebGLProgram::GetAttribLocation(const nsAString& userName_wide) const{    if (!ValidateGLSLVariableName(userName_wide, mContext, "getAttribLocation"))        return -1;    if (!IsLinked()) {        mContext->ErrorInvalidOperation("getAttribLocation: `program` must be linked.");        return -1;    }    const NS_LossyConvertUTF16toASCII userName(userName_wide);    const webgl::AttribInfo* info;    if (!LinkInfo()->FindAttrib(userName, &info))        return -1;    return GLint(info->mLoc);}
开发者ID:mephisto41,项目名称:gecko-dev,代码行数:19,


示例24: mappedName

already_AddRefed<WebGLUniformLocation>WebGLProgram::GetUniformLocation(const nsAString& userName_wide) const{    if (!ValidateGLSLVariableName(userName_wide, mContext, "getUniformLocation"))        return nullptr;    if (!IsLinked()) {        mContext->ErrorInvalidOperation("getUniformLocation: `program` must be linked.");        return nullptr;    }    const NS_LossyConvertUTF16toASCII userName(userName_wide);    nsDependentCString baseUserName;    bool isArray;    size_t arrayIndex;    if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex))        return nullptr;    const WebGLActiveInfo* activeInfo;    if (!LinkInfo()->FindUniform(baseUserName, &activeInfo))        return nullptr;    const nsCString& baseMappedName = activeInfo->mBaseMappedName;    nsAutoCString mappedName(baseMappedName);    if (isArray) {        mappedName.AppendLiteral("[");        mappedName.AppendInt(uint32_t(arrayIndex));        mappedName.AppendLiteral("]");    }    gl::GLContext* gl = mContext->GL();    gl->MakeCurrent();    GLint loc = gl->fGetUniformLocation(mGLName, mappedName.BeginReading());    if (loc == -1)        return nullptr;    RefPtr<WebGLUniformLocation> locObj = new WebGLUniformLocation(mContext, LinkInfo(),                                                                     loc, activeInfo);    return locObj.forget();}
开发者ID:Danielzac,项目名称:gecko-dev,代码行数:43,



注:本文中的IsLinked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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