Hash :
2aa5286d
Author :
Date :
2021-10-12T17:05:48
Add Entry Point name to validation errors Add gl/gles entry point names to validation error messages some special cases: 1. Debug::insertPerfWarning() is invoked from multiple places, such as TextureVK, ContextVK, adding an extra entryPoint function parameter in these files will need extra investigations. I am passing the entryPoint name GLInvalid as a temp workaround. 2.ErrorSet::hangleError() is invoked from multiple Context*.cpp files, adding an extra entryPoint function parameter in these files will need extra investigations. I am passing the entryPoint name GLInvalid as a temp workaround. 3. Debug::insertMessage(), Debug::popGroup(), Debug::pushGroup() can be invoked from more than one GL entry points, e.g. Debug::pushGroup() can be invoked from either GL_APIENTRY GL_PushDebugGroup() or GL_APIENTRY GL_PushDebugGroupKHR() through context->pushDebugGroup() call. Right now the same entry point name glPushDebugGroup will be printed out in the error message for both cases. However, we should be able to tell the actual entry point by checking which version: KHR version or core version the application uses, and this helps avoid the confusion. For now we will let the same entry point name getting printed for both cases. Bug: angleproject:6523 Change-Id: I64a5463d9168d8444d376d1f428c3b3d894f2ea9 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3215063 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Yuxin Hu <yuxinhu@google.com>
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//
// 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.
//
// validationGL2.cpp: Validation functions for OpenGL 2.0 entry point parameters
#include "libANGLE/validationGL2_autogen.h"
namespace gl
{
bool ValidateGetVertexAttribdv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLdouble *params)
{
return true;
}
bool ValidateVertexAttrib1d(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x)
{
return true;
}
bool ValidateVertexAttrib1dv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib1s(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x)
{
return true;
}
bool ValidateVertexAttrib1sv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib2d(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y)
{
return true;
}
bool ValidateVertexAttrib2dv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib2s(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x,
GLshort y)
{
return true;
}
bool ValidateVertexAttrib2sv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib3d(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateVertexAttrib3dv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib3s(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x,
GLshort y,
GLshort z)
{
return true;
}
bool ValidateVertexAttrib3sv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4Nbv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v)
{
return true;
}
bool ValidateVertexAttrib4Niv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v)
{
return true;
}
bool ValidateVertexAttrib4Nsv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4Nub(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLubyte x,
GLubyte y,
GLubyte z,
GLubyte w)
{
return true;
}
bool ValidateVertexAttrib4Nubv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v)
{
return true;
}
bool ValidateVertexAttrib4Nuiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v)
{
return true;
}
bool ValidateVertexAttrib4Nusv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLushort *v)
{
return true;
}
bool ValidateVertexAttrib4bv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v)
{
return true;
}
bool ValidateVertexAttrib4d(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttrib4dv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib4iv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v)
{
return true;
}
bool ValidateVertexAttrib4s(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLshort x,
GLshort y,
GLshort z,
GLshort w)
{
return true;
}
bool ValidateVertexAttrib4sv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4ubv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v)
{
return true;
}
bool ValidateVertexAttrib4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v)
{
return true;
}
bool ValidateVertexAttrib4usv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLushort *v)
{
return true;
}
} // namespace gl