Hash :
17bf6e98
Author :
Date :
2021-11-11T20:53:31
Implement GL_EXT_multi_draw_indirect * Added the validation functions for multiDrawArraysIndirect() and multiDrawElementsIndirect() according to the specs. * Added generic implementation for the two functions that can be called by back-ends. * Added unit tests for the multiDrawIndirect functions. * Added flags for back-ends so they can enable the extension. * Minor cleanup in MultiDrawTest.cpp Bug: angleproject:6439 Change-Id: I4e5f1cab05c6de330aef82d115492dcc9d2fad44 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3276043 Commit-Queue: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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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.
//
// validationES31.h:
// Inlined validation functions for OpenGL ES 3.1 entry points.
#ifndef LIBANGLE_VALIDATION_ES31_H_
#define LIBANGLE_VALIDATION_ES31_H_
#include "libANGLE/ErrorStrings.h"
#include "libANGLE/validationES31_autogen.h"
namespace gl
{
bool ValidateTexBufferBase(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked);
bool ValidateTexBufferRangeBase(const Context *context,
angle::EntryPoint entryPoint,
TextureType target,
GLenum internalformat,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
// GL_EXT_multi_draw_indirect
bool ValidateMultiDrawIndirectBase(const Context *context,
angle::EntryPoint entryPoint,
GLsizei drawcount,
GLsizei stride);
// GL_EXT_separate_shader_objects
bool ValidateActiveShaderProgramBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked,
ShaderProgramID programPacked);
bool ValidateBindProgramPipelineBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked);
bool ValidateCreateShaderProgramvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderType typePacked,
GLsizei count,
const GLchar **strings);
bool ValidateDeleteProgramPipelinesBase(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const ProgramPipelineID *pipelinesPacked);
bool ValidateGenProgramPipelinesBase(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const ProgramPipelineID *pipelinesPacked);
bool ValidateGetProgramPipelineInfoLogBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked,
GLsizei bufSize,
const GLsizei *length,
const GLchar *infoLog);
bool ValidateGetProgramPipelineivBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked,
GLenum pname,
const GLint *params);
bool ValidateIsProgramPipelineBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked);
bool ValidateProgramParameteriBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum pname,
GLint value);
bool ValidateProgramUniform1fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLfloat v0);
bool ValidateProgramUniform1fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform1iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLint v0);
bool ValidateProgramUniform1ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform1uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLuint v0);
bool ValidateProgramUniform1uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniform2fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLfloat v0,
GLfloat v1);
bool ValidateProgramUniform2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform2iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLint v0,
GLint v1);
bool ValidateProgramUniform2ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform2uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLuint v0,
GLuint v1);
bool ValidateProgramUniform2uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniform3fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLfloat v0,
GLfloat v1,
GLfloat v2);
bool ValidateProgramUniform3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform3iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLint v0,
GLint v1,
GLint v2);
bool ValidateProgramUniform3ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform3uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLuint v0,
GLuint v1,
GLuint v2);
bool ValidateProgramUniform3uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniform4fBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
bool ValidateProgramUniform4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLfloat *value);
bool ValidateProgramUniform4iBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLint v0,
GLint v1,
GLint v2,
GLint v3);
bool ValidateProgramUniform4ivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLint *value);
bool ValidateProgramUniform4uiBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
bool ValidateProgramUniform4uivBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateProgramUniformMatrix2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix2x3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix2x4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix3x2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix3x4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix4fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix4x2fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateProgramUniformMatrix4x3fvBase(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUseProgramStagesBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked,
GLbitfield stages,
ShaderProgramID programPacked);
bool ValidateValidateProgramPipelineBase(const Context *context,
angle::EntryPoint entryPoint,
ProgramPipelineID pipelinePacked);
} // namespace gl
#endif // LIBANGLE_VALIDATION_ES31_H_