Hash :
35b92525
Author :
Date :
2025-08-13T15:27:32
Remove lock from GenVertexArrays/IsVertexArray VertexArrays are per context anyway and is thread safe, so there is no need for shared lock. This CL moves mVertexArrayMap from Context to PrivateState so that it won't be accessed by other APIs. Bug: b/433331119 Change-Id: I466a79762e887dbec78b796b52028420837cff59 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6977163 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
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//
// Copyright 2018 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.
//
// validationES2.h:
// Inlined validation functions for OpenGL ES 2.0 entry points.
#ifndef LIBANGLE_VALIDATION_ES2_H_
#define LIBANGLE_VALIDATION_ES2_H_
#include "libANGLE/ErrorStrings.h"
#include "libANGLE/validationES.h"
#include "libANGLE/validationES2_autogen.h"
namespace gl
{
void RecordVersionErrorES20(const Context *context, angle::EntryPoint entryPoint);
ANGLE_INLINE bool ValidateDrawArrays(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode mode,
GLint first,
GLsizei count)
{
return ValidateDrawArraysCommon(context, entryPoint, mode, first, count, 1);
}
ANGLE_INLINE bool ValidateUniform1f(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLfloat x)
{
return ValidateUniform(context, entryPoint, GL_FLOAT, location, 1);
}
ANGLE_INLINE bool ValidateUniform1fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLfloat *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_FLOAT, location, count);
}
ANGLE_INLINE bool ValidateUniform1i(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLint x)
{
return ValidateUniform1iv(context, entryPoint, location, 1, &x);
}
ANGLE_INLINE bool ValidateUniform2f(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLfloat x,
GLfloat y)
{
return ValidateUniform(context, entryPoint, GL_FLOAT_VEC2, location, 1);
}
ANGLE_INLINE bool ValidateUniform2fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLfloat *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_FLOAT_VEC2, location, count);
}
ANGLE_INLINE bool ValidateUniform2i(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLint x,
GLint y)
{
return ValidateUniform(context, entryPoint, GL_INT_VEC2, location, 1);
}
ANGLE_INLINE bool ValidateUniform2iv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLint *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_INT_VEC2, location, count);
}
ANGLE_INLINE bool ValidateUniform3f(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLfloat x,
GLfloat y,
GLfloat z)
{
return ValidateUniform(context, entryPoint, GL_FLOAT_VEC3, location, 1);
}
ANGLE_INLINE bool ValidateUniform3fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLfloat *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_FLOAT_VEC3, location, count);
}
ANGLE_INLINE bool ValidateUniform3i(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLint x,
GLint y,
GLint z)
{
return ValidateUniform(context, entryPoint, GL_INT_VEC3, location, 1);
}
ANGLE_INLINE bool ValidateUniform3iv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLint *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_INT_VEC3, location, count);
}
ANGLE_INLINE bool ValidateUniform4f(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w)
{
return ValidateUniform(context, entryPoint, GL_FLOAT_VEC4, location, 1);
}
ANGLE_INLINE bool ValidateUniform4fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLfloat *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_FLOAT_VEC4, location, count);
}
ANGLE_INLINE bool ValidateUniform4i(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLint x,
GLint y,
GLint z,
GLint w)
{
return ValidateUniform(context, entryPoint, GL_INT_VEC4, location, 1);
}
ANGLE_INLINE bool ValidateUniform4iv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
const GLint *v)
{
if (!ValidateUniformValuePointer(context, entryPoint, v))
{
// Error already generated.
return false;
}
return ValidateUniform(context, entryPoint, GL_INT_VEC4, location, count);
}
ANGLE_INLINE bool ValidateUniformMatrix2fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateUniformMatrix(context, entryPoint, GL_FLOAT_MAT2, location, count, transpose);
}
ANGLE_INLINE bool ValidateUniformMatrix3fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateUniformMatrix(context, entryPoint, GL_FLOAT_MAT3, location, count, transpose);
}
ANGLE_INLINE bool ValidateUniformMatrix4fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{
return ValidateUniformMatrix(context, entryPoint, GL_FLOAT_MAT4, location, count, transpose);
}
ANGLE_INLINE bool ValidateVertexAttrib1f(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLfloat x)
{
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib1fv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLfloat *values)
{
if (values == nullptr)
{
errors->validationError(entryPoint, GL_INVALID_VALUE, err::kVertexAttributeValueNULL);
return false;
}
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib2f(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLfloat x,
GLfloat y)
{
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib2fv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLfloat *values)
{
if (values == nullptr)
{
errors->validationError(entryPoint, GL_INVALID_VALUE, err::kVertexAttributeValueNULL);
return false;
}
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib3f(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z)
{
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib3fv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLfloat *values)
{
if (values == nullptr)
{
errors->validationError(entryPoint, GL_INVALID_VALUE, err::kVertexAttributeValueNULL);
return false;
}
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib4f(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w)
{
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateVertexAttrib4fv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLfloat *values)
{
if (values == nullptr)
{
errors->validationError(entryPoint, GL_INVALID_VALUE, err::kVertexAttributeValueNULL);
return false;
}
return ValidateVertexAttribIndex(state, errors, entryPoint, index);
}
ANGLE_INLINE bool ValidateGenBuffers(const Context *context,
angle::EntryPoint entryPoint,
GLint n,
const BufferID *buffers)
{
return ValidateGenOrDelete(context->getMutableErrorSetForValidation(), entryPoint, n, buffers);
}
ANGLE_INLINE bool ValidateGenFramebuffers(const Context *context,
angle::EntryPoint entryPoint,
GLint n,
const FramebufferID *framebuffers)
{
return ValidateGenOrDelete(context->getMutableErrorSetForValidation(), entryPoint, n,
framebuffers);
}
ANGLE_INLINE bool ValidateGenRenderbuffers(const Context *context,
angle::EntryPoint entryPoint,
GLint n,
const RenderbufferID *renderbuffers)
{
return ValidateGenOrDelete(context->getMutableErrorSetForValidation(), entryPoint, n,
renderbuffers);
}
ANGLE_INLINE bool ValidateGenTextures(const Context *context,
angle::EntryPoint entryPoint,
GLint n,
const TextureID *textures)
{
return ValidateGenOrDelete(context->getMutableErrorSetForValidation(), entryPoint, n, textures);
}
ANGLE_INLINE bool ValidateGenerateMipmap(const Context *context,
angle::EntryPoint entryPoint,
TextureType target)
{
return ValidateGenerateMipmapBase(context, entryPoint, target);
}
ANGLE_INLINE bool ValidateGetBufferParameteriv(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding target,
GLenum pname,
const GLint *params)
{
return ValidateGetBufferParameterBase(context, entryPoint, target, pname, false, nullptr);
}
ANGLE_INLINE bool ValidateGetRenderbufferParameteriv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum pname,
const GLint *params)
{
return ValidateGetRenderbufferParameterivBase(context, entryPoint, target, pname, nullptr);
}
ANGLE_INLINE bool ValidateGetShaderiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID shader,
GLenum pname,
const GLint *params)
{
if (params == nullptr)
{
ANGLE_VALIDATION_ERROR(GL_INVALID_VALUE, err::kPLSParamsNULL);
return false;
}
return ValidateGetShaderivBase(context, entryPoint, shader, pname, nullptr);
}
ANGLE_INLINE bool ValidateGetTexParameterfv(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum pname,
const GLfloat *params)
{
return ValidateGetTexParameterBase(context, entryPoint, target, pname, nullptr);
}
ANGLE_INLINE bool ValidateGetTexParameteriv(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum pname,
const GLint *params)
{
return ValidateGetTexParameterBase(context, entryPoint, target, pname, nullptr);
}
ANGLE_INLINE bool ValidateGetUniformfv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
const GLfloat *params)
{
return ValidateGetUniformBase(context, entryPoint, program, location);
}
ANGLE_INLINE bool ValidateGetUniformiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
UniformLocation location,
const GLint *params)
{
return ValidateGetUniformBase(context, entryPoint, program, location);
}
ANGLE_INLINE bool ValidateGetVertexAttribfv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLfloat *params)
{
return ValidateGetVertexAttribBase(context, entryPoint, index, pname, nullptr, false);
}
ANGLE_INLINE bool ValidateGetVertexAttribiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLint *params)
{
return ValidateGetVertexAttribBase(context, entryPoint, index, pname, nullptr, false);
}
ANGLE_INLINE bool ValidateGetVertexAttribPointerv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
void *const *pointer)
{
return ValidateGetVertexAttribBase(context, entryPoint, index, pname, nullptr, true);
}
ANGLE_INLINE bool ValidateReadPixels(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{
return ValidateReadPixelsBase(context, entryPoint, x, y, width, height, format, type, -1,
nullptr, nullptr, nullptr, pixels);
}
ANGLE_INLINE bool ValidateTexParameterf(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum pname,
GLfloat param)
{
return ValidateTexParameterBase(context, entryPoint, target, pname, -1, false, ¶m);
}
ANGLE_INLINE bool ValidateTexParameterfv(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum pname,
const GLfloat *params)
{
return ValidateTexParameterBase(context, entryPoint, target, pname, -1, true, params);
}
ANGLE_INLINE bool ValidateTexParameteri(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum pname,
GLint param)
{
return ValidateTexParameterBase(context, entryPoint, target, pname, -1, false, ¶m);
}
ANGLE_INLINE bool ValidateTexParameteriv(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum pname,
const GLint *params)
{
return ValidateTexParameterBase(context, entryPoint, target, pname, -1, true, params);
}
ANGLE_INLINE bool ValidateBindBuffer(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding target,
BufferID buffer)
{
if (!context->isValidBufferBinding(target))
{
ANGLE_VALIDATION_ERROR(GL_INVALID_ENUM, err::kInvalidBufferTypes);
return false;
}
if (!context->getState().isBindGeneratesResourceEnabled() &&
!context->isBufferGenerated(buffer))
{
ANGLE_VALIDATION_ERROR(GL_INVALID_OPERATION, err::kObjectNotGenerated);
return false;
}
return true;
}
ANGLE_INLINE bool ValidateDrawElements(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode mode,
GLsizei count,
DrawElementsType type,
const void *indices)
{
return ValidateDrawElementsCommon(context, entryPoint, mode, count, type, indices, 1);
}
ANGLE_INLINE bool ValidateVertexAttribPointer(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint size,
VertexAttribType type,
GLboolean normalized,
GLsizei stride,
const void *ptr)
{
if (!ValidateFloatVertexFormat(context->getPrivateState(), context->getPrivateStateCache(),
context->getMutableErrorSetForValidation(), entryPoint, index,
size, type))
{
return false;
}
if (stride < 0)
{
ANGLE_VALIDATION_ERROR(GL_INVALID_VALUE, err::kNegativeStride);
return false;
}
if (context->getClientVersion() >= ES_3_1)
{
const Caps &caps = context->getCaps();
if (stride > caps.maxVertexAttribStride)
{
ANGLE_VALIDATION_ERROR(GL_INVALID_VALUE, err::kExceedsMaxVertexAttribStride);
return false;
}
if (index >= static_cast<GLuint>(caps.maxVertexAttribBindings))
{
ANGLE_VALIDATION_ERROR(GL_INVALID_VALUE, err::kExceedsMaxVertexAttribBindings);
return false;
}
}
// [OpenGL ES 3.0.2] Section 2.8 page 24:
// An INVALID_OPERATION error is generated when a non-zero vertex array object
// is bound, zero is bound to the ARRAY_BUFFER buffer object binding point,
// and the pointer argument is not NULL.
bool nullBufferAllowed = context->getState().areClientArraysEnabled() &&
context->getState().getVertexArray()->id().value == 0;
if (!nullBufferAllowed && context->getState().getTargetBuffer(BufferBinding::Array) == 0 &&
ptr != nullptr)
{
ANGLE_VALIDATION_ERROR(GL_INVALID_OPERATION, err::kClientDataInVertexArray);
return false;
}
if (context->isWebGL())
{
// WebGL 1.0 [Section 6.14] Fixed point support
// The WebGL API does not support the GL_FIXED data type.
if (type == VertexAttribType::Fixed)
{
ANGLE_VALIDATION_ERROR(GL_INVALID_ENUM, err::kFixedNotInWebGL);
return false;
}
if (!ValidateWebGLVertexAttribPointer(context, entryPoint, type, normalized, stride, ptr,
false))
{
return false;
}
}
return true;
}
void RecordBindTextureTypeError(const Context *context,
angle::EntryPoint entryPoint,
TextureType target);
ANGLE_INLINE bool ValidateBindTexture(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
TextureID texture)
{
if (!context->getStateCache().isValidBindTextureType(target))
{
RecordBindTextureTypeError(context, entryPoint, target);
return false;
}
if (texture.value == 0)
{
return true;
}
Texture *textureObject = context->getTexture(texture);
if (textureObject && textureObject->getType() != target)
{
ANGLE_VALIDATION_ERRORF(GL_INVALID_OPERATION, err::kTextureTargetMismatchWithLabel,
static_cast<uint8_t>(target),
static_cast<uint8_t>(textureObject->getType()),
textureObject->getLabel().c_str());
return false;
}
if (!context->getState().isBindGeneratesResourceEnabled() &&
!context->isTextureGenerated(texture))
{
ANGLE_VALIDATION_ERROR(GL_INVALID_OPERATION, err::kObjectNotGenerated);
return false;
}
return true;
}
// Validation of all Tex[Sub]Image2D parameters except TextureTarget.
bool ValidateES2TexImageParametersBase(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget target,
GLint level,
GLenum internalformat,
bool isCompressed,
bool isSubImage,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei imageSize,
const void *pixels);
// Validation of TexStorage*2DEXT
bool ValidateES2TexStorageParametersBase(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
// Validation of [Push,Pop]DebugGroup
bool ValidatePushDebugGroupBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
bool ValidatePopDebugGroupBase(const Context *context, angle::EntryPoint entryPoint);
bool ValidateDebugMessageControlBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids);
bool ValidateDebugMessageInsertBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
bool ValidateGetDebugMessageLogBase(const Context *context,
angle::EntryPoint entryPoint,
GLuint count,
GLsizei bufSize,
const GLenum *sources,
const GLenum *types,
const GLuint *ids,
const GLenum *severities,
const GLsizei *lengths,
const GLchar *messageLog);
// Validation of ObjectLabel
bool ValidateObjectLabelBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
// Validation of GetObjectLabel
bool ValidateGetObjectLabelBase(const Context *context,
angle::EntryPoint entryPoint,
GLenum identifier,
GLuint name,
GLsizei bufSize,
const GLsizei *length,
const GLchar *label);
// Validation of ObjectPtrLabel
bool ValidateObjectPtrLabelBase(const Context *context,
angle::EntryPoint entryPoint,
const void *ptr,
GLsizei length,
const GLchar *label);
// Validation of GetObjectPtrLabel
bool ValidateGetObjectPtrLabelBase(const Context *context,
angle::EntryPoint entryPoint,
const void *ptr,
GLsizei bufSize,
const GLsizei *length,
const GLchar *label);
} // namespace gl
#endif // LIBANGLE_VALIDATION_ES2_H_