Hash :
74cf6a3a
        
        Author :
  
        
        Date :
2023-07-12T14:44:17
        
      
Ensure lockless entry point validations only access private data Bug: angleproject:8224 Change-Id: I19e867923b088879f9f37d0a3b4ff8b681470be0 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4678352 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Charlie Lao <cclao@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2020 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// validationGL3_autogen.h:
//   Validation functions for the OpenGL Desktop GL 3.x entry points.
#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"
namespace gl
{
class Context;
class PrivateState;
class ErrorSet;
// GL 3.0
bool ValidateBeginConditionalRender(const Context *context,
                                    angle::EntryPoint entryPoint,
                                    GLuint id,
                                    GLenum mode);
bool ValidateBindFragDataLocation(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  GLuint color,
                                  const GLchar *name);
bool ValidateClampColor(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum target,
                        GLenum clamp);
bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint);
bool ValidateFramebufferTexture1D(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  GLenum attachment,
                                  TextureTarget textargetPacked,
                                  TextureID texturePacked,
                                  GLint level);
bool ValidateFramebufferTexture3D(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  GLenum target,
                                  GLenum attachment,
                                  TextureTarget textargetPacked,
                                  TextureID texturePacked,
                                  GLint level,
                                  GLint zoffset);
bool ValidateVertexAttribI1i(const PrivateState &state,
                             ErrorSet *errors,
                             angle::EntryPoint entryPoint,
                             GLuint index,
                             GLint x);
bool ValidateVertexAttribI1iv(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              const GLint *v);
bool ValidateVertexAttribI1ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLuint x);
bool ValidateVertexAttribI1uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               const GLuint *v);
bool ValidateVertexAttribI2i(const PrivateState &state,
                             ErrorSet *errors,
                             angle::EntryPoint entryPoint,
                             GLuint index,
                             GLint x,
                             GLint y);
bool ValidateVertexAttribI2iv(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              const GLint *v);
bool ValidateVertexAttribI2ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLuint x,
                              GLuint y);
bool ValidateVertexAttribI2uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               const GLuint *v);
bool ValidateVertexAttribI3i(const PrivateState &state,
                             ErrorSet *errors,
                             angle::EntryPoint entryPoint,
                             GLuint index,
                             GLint x,
                             GLint y,
                             GLint z);
bool ValidateVertexAttribI3iv(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              const GLint *v);
bool ValidateVertexAttribI3ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLuint x,
                              GLuint y,
                              GLuint z);
bool ValidateVertexAttribI3uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               const GLuint *v);
bool ValidateVertexAttribI4bv(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              const GLbyte *v);
bool ValidateVertexAttribI4sv(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              const GLshort *v);
bool ValidateVertexAttribI4ubv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               const GLubyte *v);
bool ValidateVertexAttribI4usv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               const GLushort *v);
// GL 3.1
bool ValidateGetActiveUniformName(const Context *context,
                                  angle::EntryPoint entryPoint,
                                  ShaderProgramID programPacked,
                                  GLuint uniformIndex,
                                  GLsizei bufSize,
                                  const GLsizei *length,
                                  const GLchar *uniformName);
bool ValidatePrimitiveRestartIndex(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLuint index);
// GL 3.2
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         PrimitiveMode modePacked,
                                         const GLsizei *count,
                                         DrawElementsType typePacked,
                                         const void *const *indices,
                                         GLsizei drawcount,
                                         const GLint *basevertex);
bool ValidateProvokingVertex(const PrivateState &state,
                             ErrorSet *errors,
                             angle::EntryPoint entryPoint,
                             ProvokingVertexConvention modePacked);
bool ValidateTexImage2DMultisample(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLenum target,
                                   GLsizei samples,
                                   GLenum internalformat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLboolean fixedsamplelocations);
bool ValidateTexImage3DMultisample(const Context *context,
                                   angle::EntryPoint entryPoint,
                                   GLenum target,
                                   GLsizei samples,
                                   GLenum internalformat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLsizei depth,
                                   GLboolean fixedsamplelocations);
// GL 3.3
bool ValidateBindFragDataLocationIndexed(const Context *context,
                                         angle::EntryPoint entryPoint,
                                         ShaderProgramID programPacked,
                                         GLuint colorNumber,
                                         GLuint index,
                                         const GLchar *name);
bool ValidateColorP3ui(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum type,
                       GLuint color);
bool ValidateColorP3uiv(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum type,
                        const GLuint *color);
bool ValidateColorP4ui(const Context *context,
                       angle::EntryPoint entryPoint,
                       GLenum type,
                       GLuint color);
bool ValidateColorP4uiv(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum type,
                        const GLuint *color);
bool ValidateGetFragDataIndex(const Context *context,
                              angle::EntryPoint entryPoint,
                              ShaderProgramID programPacked,
                              const GLchar *name);
bool ValidateGetQueryObjecti64v(const Context *context,
                                angle::EntryPoint entryPoint,
                                QueryID idPacked,
                                GLenum pname,
                                const GLint64 *params);
bool ValidateGetQueryObjectui64v(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 QueryID idPacked,
                                 GLenum pname,
                                 const GLuint64 *params);
bool ValidateMultiTexCoordP1ui(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum texture,
                               GLenum type,
                               GLuint coords);
bool ValidateMultiTexCoordP1uiv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum texture,
                                GLenum type,
                                const GLuint *coords);
bool ValidateMultiTexCoordP2ui(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum texture,
                               GLenum type,
                               GLuint coords);
bool ValidateMultiTexCoordP2uiv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum texture,
                                GLenum type,
                                const GLuint *coords);
bool ValidateMultiTexCoordP3ui(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum texture,
                               GLenum type,
                               GLuint coords);
bool ValidateMultiTexCoordP3uiv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum texture,
                                GLenum type,
                                const GLuint *coords);
bool ValidateMultiTexCoordP4ui(const Context *context,
                               angle::EntryPoint entryPoint,
                               GLenum texture,
                               GLenum type,
                               GLuint coords);
bool ValidateMultiTexCoordP4uiv(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum texture,
                                GLenum type,
                                const GLuint *coords);
bool ValidateNormalP3ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum type,
                        GLuint coords);
bool ValidateNormalP3uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum type,
                         const GLuint *coords);
bool ValidateQueryCounter(const Context *context,
                          angle::EntryPoint entryPoint,
                          QueryID idPacked,
                          QueryType targetPacked);
bool ValidateSecondaryColorP3ui(const Context *context,
                                angle::EntryPoint entryPoint,
                                GLenum type,
                                GLuint color);
bool ValidateSecondaryColorP3uiv(const Context *context,
                                 angle::EntryPoint entryPoint,
                                 GLenum type,
                                 const GLuint *color);
bool ValidateTexCoordP1ui(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum type,
                          GLuint coords);
bool ValidateTexCoordP1uiv(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum type,
                           const GLuint *coords);
bool ValidateTexCoordP2ui(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum type,
                          GLuint coords);
bool ValidateTexCoordP2uiv(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum type,
                           const GLuint *coords);
bool ValidateTexCoordP3ui(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum type,
                          GLuint coords);
bool ValidateTexCoordP3uiv(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum type,
                           const GLuint *coords);
bool ValidateTexCoordP4ui(const Context *context,
                          angle::EntryPoint entryPoint,
                          GLenum type,
                          GLuint coords);
bool ValidateTexCoordP4uiv(const Context *context,
                           angle::EntryPoint entryPoint,
                           GLenum type,
                           const GLuint *coords);
bool ValidateVertexAttribP1ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLenum type,
                              GLboolean normalized,
                              GLuint value);
bool ValidateVertexAttribP1uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               GLenum type,
                               GLboolean normalized,
                               const GLuint *value);
bool ValidateVertexAttribP2ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLenum type,
                              GLboolean normalized,
                              GLuint value);
bool ValidateVertexAttribP2uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               GLenum type,
                               GLboolean normalized,
                               const GLuint *value);
bool ValidateVertexAttribP3ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLenum type,
                              GLboolean normalized,
                              GLuint value);
bool ValidateVertexAttribP3uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               GLenum type,
                               GLboolean normalized,
                               const GLuint *value);
bool ValidateVertexAttribP4ui(const PrivateState &state,
                              ErrorSet *errors,
                              angle::EntryPoint entryPoint,
                              GLuint index,
                              GLenum type,
                              GLboolean normalized,
                              GLuint value);
bool ValidateVertexAttribP4uiv(const PrivateState &state,
                               ErrorSet *errors,
                               angle::EntryPoint entryPoint,
                               GLuint index,
                               GLenum type,
                               GLboolean normalized,
                               const GLuint *value);
bool ValidateVertexP2ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum type,
                        GLuint value);
bool ValidateVertexP2uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum type,
                         const GLuint *value);
bool ValidateVertexP3ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum type,
                        GLuint value);
bool ValidateVertexP3uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum type,
                         const GLuint *value);
bool ValidateVertexP4ui(const Context *context,
                        angle::EntryPoint entryPoint,
                        GLenum type,
                        GLuint value);
bool ValidateVertexP4uiv(const Context *context,
                         angle::EntryPoint entryPoint,
                         GLenum type,
                         const GLuint *value);
}  // namespace gl
#endif  // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_