Hash :
d43d24bb
Author :
Date :
2019-07-30T17:22:20
Capture/Replay: Refactor entry points. This change does two things: * only call validation functions once per entry point. * move the capture call after the entry point call. Moving the capure after the call allows us to process the results of the call. Also we can clean up the validation double call by doing a bit of entry point refactoring. The code changes shouldn't impact the resulting code size when capture is disabled. Bug: angleproject:3611 Change-Id: I9e74ba0a8266903d3e9d1f2eac6acdd2932e5743 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1706561 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Tim Van Patten <timvp@google.com>
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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml.
//
// Copyright 2019 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.
//
// entry_points_gl_4_6_autogen.cpp:
// Defines the GL 4.6 entry points.
#include "libGL/entry_points_gl_4_6_autogen.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/entry_points_utils.h"
#include "libANGLE/validationEGL.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES1.h"
#include "libANGLE/validationES2.h"
#include "libANGLE/validationES3.h"
#include "libANGLE/validationES31.h"
#include "libANGLE/validationESEXT.h"
#include "libANGLE/validationGL46_autogen.h"
#include "libGLESv2/global_state.h"
namespace gl
{
void GL_APIENTRY MultiDrawArraysIndirectCount(GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
EVENT("(GLenum mode = 0x%X, const void *indirect = 0x%016" PRIxPTR
", GLintptr drawcount = %llu, GLsizei maxdrawcount = %d, GLsizei stride = %d)",
mode, (uintptr_t)indirect, static_cast<unsigned long long>(drawcount), maxdrawcount,
stride);
Context *context = GetValidGlobalContext();
if (context)
{
bool isCallValid = (context->skipValidation() ||
ValidateMultiDrawArraysIndirectCount(context, mode, indirect, drawcount,
maxdrawcount, stride));
if (isCallValid)
{
context->multiDrawArraysIndirectCount(mode, indirect, drawcount, maxdrawcount, stride);
}
ANGLE_CAPTURE(MultiDrawArraysIndirectCount, isCallValid, context, mode, indirect, drawcount,
maxdrawcount, stride);
}
}
void GL_APIENTRY MultiDrawElementsIndirectCount(GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
EVENT("(GLenum mode = 0x%X, GLenum type = 0x%X, const void *indirect = 0x%016" PRIxPTR
", GLintptr drawcount = %llu, GLsizei maxdrawcount = %d, GLsizei stride = %d)",
mode, type, (uintptr_t)indirect, static_cast<unsigned long long>(drawcount), maxdrawcount,
stride);
Context *context = GetValidGlobalContext();
if (context)
{
bool isCallValid = (context->skipValidation() ||
ValidateMultiDrawElementsIndirectCount(
context, mode, type, indirect, drawcount, maxdrawcount, stride));
if (isCallValid)
{
context->multiDrawElementsIndirectCount(mode, type, indirect, drawcount, maxdrawcount,
stride);
}
ANGLE_CAPTURE(MultiDrawElementsIndirectCount, isCallValid, context, mode, type, indirect,
drawcount, maxdrawcount, stride);
}
}
void GL_APIENTRY PolygonOffsetClamp(GLfloat factor, GLfloat units, GLfloat clamp)
{
EVENT("(GLfloat factor = %f, GLfloat units = %f, GLfloat clamp = %f)", factor, units, clamp);
Context *context = GetValidGlobalContext();
if (context)
{
bool isCallValid = (context->skipValidation() ||
ValidatePolygonOffsetClamp(context, factor, units, clamp));
if (isCallValid)
{
context->polygonOffsetClamp(factor, units, clamp);
}
ANGLE_CAPTURE(PolygonOffsetClamp, isCallValid, context, factor, units, clamp);
}
}
void GL_APIENTRY SpecializeShader(GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue)
{
EVENT("(GLuint shader = %u, const GLchar *pEntryPoint = 0x%016" PRIxPTR
", GLuint numSpecializationConstants = %u, const GLuint *pConstantIndex = 0x%016" PRIxPTR
", const GLuint *pConstantValue = 0x%016" PRIxPTR ")",
shader, (uintptr_t)pEntryPoint, numSpecializationConstants, (uintptr_t)pConstantIndex,
(uintptr_t)pConstantValue);
Context *context = GetValidGlobalContext();
if (context)
{
bool isCallValid =
(context->skipValidation() ||
ValidateSpecializeShader(context, shader, pEntryPoint, numSpecializationConstants,
pConstantIndex, pConstantValue));
if (isCallValid)
{
context->specializeShader(shader, pEntryPoint, numSpecializationConstants,
pConstantIndex, pConstantValue);
}
ANGLE_CAPTURE(SpecializeShader, isCallValid, context, shader, pEntryPoint,
numSpecializationConstants, pConstantIndex, pConstantValue);
}
}
} // namespace gl