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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// 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;
// 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 Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint x);
bool ValidateVertexAttribI1iv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI1ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x);
bool ValidateVertexAttribI1uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribI2i(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y);
bool ValidateVertexAttribI2iv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI2ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y);
bool ValidateVertexAttribI2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribI3i(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y,
GLint z);
bool ValidateVertexAttribI3iv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI3ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y,
GLuint z);
bool ValidateVertexAttribI3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribI4bv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v);
bool ValidateVertexAttribI4sv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v);
bool ValidateVertexAttribI4ubv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v);
bool ValidateVertexAttribI4usv(const Context *context,
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 Context *context,
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 Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP1uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP4uiv(const Context *context,
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_