Commit e8ebe7f6 by Geoff Lang

Refactored entry point validation functions into their own files.

TRAC #23629 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Geoff Lang
parent 5b61c696
......@@ -316,6 +316,9 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClCompile Include="Shader.cpp" />
<ClCompile Include="Texture.cpp" />
<ClCompile Include="Uniform.cpp" />
<ClCompile Include="validationES.cpp" />
<ClCompile Include="validationES2.cpp" />
<ClCompile Include="validationES3.cpp" />
<ClCompile Include="VertexArray.cpp" />
</ItemGroup>
<ItemGroup>
......@@ -445,6 +448,9 @@ copy "$(OutDir)libGLESv2.lib" "$(ProjectDir)..\..\lib\$(Configuration)\"
<ClInclude Include="Texture.h" />
<ClInclude Include="Uniform.h" />
<ClInclude Include="..\common\version.h" />
<ClInclude Include="validationES.h" />
<ClInclude Include="validationES2.h" />
<ClInclude Include="validationES3.h" />
<ClInclude Include="VertexAttribute.h" />
<ClInclude Include="VertexArray.h" />
</ItemGroup>
......
......@@ -244,13 +244,22 @@
</ClCompile>
<ClCompile Include="Sampler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ClCompile>
<ClCompile Include="renderer\IndexRangeCache.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
</ClCompile>
<ClCompile Include="RenderbufferProxySet.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="validationES2.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="validationES3.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="validationES.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="BinaryStream.h">
......@@ -636,13 +645,22 @@
</ClInclude>
<ClInclude Include="Sampler.h">
<Filter>Header Files</Filter>
</ClInclude>
</ClInclude>
<ClInclude Include="renderer\IndexRangeCache.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
</ClInclude>
<ClInclude Include="RenderbufferProxySet.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="validationES2.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="validationES3.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="validationES.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="renderer\shaders\Blit.ps">
......
//
// Copyright (c) 2013 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.
//
// validationES.h: Validation functions for generic OpenGL ES entry point parameters
#ifndef LIBGLESV2_VALIDATION_ES_H
#define LIBGLESV2_VALIDATION_ES_H
namespace gl
{
class Context;
bool validateRenderbufferStorageParameters(const gl::Context *context, GLenum target, GLsizei samples,
GLenum internalformat, GLsizei width, GLsizei height,
bool angleExtension);
bool validateBlitFramebufferParameters(gl::Context *context, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask,
GLenum filter, bool fromAngleExtension);
bool validateGetVertexAttribParameters(GLenum pname, int clientVersion);
bool validateTexParamParameters(gl::Context *context, GLenum pname, GLint param);
bool validateSamplerObjectParameter(GLenum pname);
}
#endif // LIBGLESV2_VALIDATION_ES_H
//
// Copyright (c) 2013 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: Validation functions for OpenGL ES 2.0 entry point parameters
#ifndef LIBGLESV2_VALIDATION_ES2_H
#define LIBGLESV2_VALIDATION_ES2_H
namespace gl
{
class Context;
bool validateES2TexImageParameters(gl::Context *context, GLenum target, GLint level, GLint internalformat, bool isCompressed, bool isSubImage,
GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid *pixels);
bool validateES2CopyTexImageParameters(gl::Context* context, GLenum target, GLint level, GLenum internalformat, bool isSubImage,
GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
bool validateES2TexStorageParameters(gl::Context *context, GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height);
bool validateES2FramebufferTextureParameters(gl::Context *context, GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level);
bool validES2ReadFormatType(GLenum format, GLenum type);
}
#endif // LIBGLESV2_VALIDATION_ES2_H
//
// Copyright (c) 2013 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.
//
// validationES3.h: Validation functions for OpenGL ES 3.0 entry point parameters
#ifndef LIBGLESV2_VALIDATION_ES3_H
#define LIBGLESV2_VALIDATION_ES3_H
namespace gl
{
class Context;
bool validateES3TexImageParameters(gl::Context *context, GLenum target, GLint level, GLint internalformat, bool isCompressed, bool isSubImage,
GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type);
bool validateES3CopyTexImageParameters(gl::Context *context, GLenum target, GLint level, GLenum internalformat,
bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border);
bool validateES3TexStorageParameters(gl::Context *context, GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth);
bool validateES3FramebufferTextureParameters(gl::Context *context, GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level, GLint layer,
bool layerCall);
bool validES3ReadFormatType(GLenum internalFormat, GLenum format, GLenum type);
bool validateInvalidateFramebufferParameters(gl::Context *context, GLenum target, GLsizei numAttachments,
const GLenum* attachments);
}
#endif // LIBGLESV2_VALIDATION_ES3_H
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment