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Unified Diff: gpu/command_buffer/service/context_state.cc

Issue 2142353002: Validate fbo color image format and fragment shader output variable type. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 4 years, 5 months ago
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Index: gpu/command_buffer/service/context_state.cc
diff --git a/gpu/command_buffer/service/context_state.cc b/gpu/command_buffer/service/context_state.cc
index b717c04b61c8453f196bb5d21b653ddf23c23706..fe9573d530282e621b3c9566c13f340b50e1d814 100644
--- a/gpu/command_buffer/service/context_state.cc
+++ b/gpu/command_buffer/service/context_state.cc
@@ -98,24 +98,27 @@ bool Vec4::Equal(const Vec4& other) const {
if (type_ != other.type_)
return false;
switch (type_) {
- case kFloat:
+ case SHADER_VARIABLE_FLOAT:
for (size_t ii = 0; ii < 4; ++ii) {
if (v_[ii].float_value != other.v_[ii].float_value)
return false;
}
break;
- case kInt:
+ case SHADER_VARIABLE_INT:
for (size_t ii = 0; ii < 4; ++ii) {
if (v_[ii].int_value != other.v_[ii].int_value)
return false;
}
break;
- case kUInt:
+ case SHADER_VARIABLE_UINT:
for (size_t ii = 0; ii < 4; ++ii) {
if (v_[ii].uint_value != other.v_[ii].uint_value)
return false;
}
break;
+ default:
+ NOTREACHED();
+ break;
}
return true;
}
@@ -124,18 +127,21 @@ template <>
void Vec4::GetValues<GLfloat>(GLfloat* values) const {
DCHECK(values);
switch (type_) {
- case kFloat:
+ case SHADER_VARIABLE_FLOAT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = v_[ii].float_value;
break;
- case kInt:
+ case SHADER_VARIABLE_INT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLfloat>(v_[ii].int_value);
break;
- case kUInt:
+ case SHADER_VARIABLE_UINT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLfloat>(v_[ii].uint_value);
break;
+ default:
+ NOTREACHED();
+ break;
}
}
@@ -143,18 +149,21 @@ template <>
void Vec4::GetValues<GLint>(GLint* values) const {
DCHECK(values);
switch (type_) {
- case kFloat:
+ case SHADER_VARIABLE_FLOAT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLint>(v_[ii].float_value);
break;
- case kInt:
+ case SHADER_VARIABLE_INT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = v_[ii].int_value;
break;
- case kUInt:
+ case SHADER_VARIABLE_UINT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLint>(v_[ii].uint_value);
break;
+ default:
+ NOTREACHED();
+ break;
}
}
@@ -162,18 +171,21 @@ template<>
void Vec4::GetValues<GLuint>(GLuint* values) const {
DCHECK(values);
switch (type_) {
- case kFloat:
+ case SHADER_VARIABLE_FLOAT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLuint>(v_[ii].float_value);
break;
- case kInt:
+ case SHADER_VARIABLE_INT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLuint>(v_[ii].int_value);
break;
- case kUInt:
+ case SHADER_VARIABLE_UINT:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = v_[ii].uint_value;
break;
+ default:
+ NOTREACHED();
+ break;
}
}
@@ -182,7 +194,7 @@ void Vec4::SetValues<GLfloat>(const GLfloat* values) {
DCHECK(values);
for (size_t ii = 0; ii < 4; ++ii)
v_[ii].float_value = values[ii];
- type_ = kFloat;
+ type_ = SHADER_VARIABLE_FLOAT;
}
template <>
@@ -190,7 +202,7 @@ void Vec4::SetValues<GLint>(const GLint* values) {
DCHECK(values);
for (size_t ii = 0; ii < 4; ++ii)
v_[ii].int_value = values[ii];
- type_ = kInt;
+ type_ = SHADER_VARIABLE_INT;
}
template <>
@@ -198,7 +210,7 @@ void Vec4::SetValues<GLuint>(const GLuint* values) {
DCHECK(values);
for (size_t ii = 0; ii < 4; ++ii)
v_[ii].uint_value = values[ii];
- type_ = kUInt;
+ type_ = SHADER_VARIABLE_UINT;
}
ContextState::ContextState(FeatureInfo* feature_info,
@@ -348,27 +360,30 @@ void ContextState::RestoreVertexAttribValues() const {
for (size_t attrib = 0; attrib < vertex_attrib_manager->num_attribs();
++attrib) {
switch (attrib_values[attrib].type()) {
- case Vec4::kFloat:
+ case SHADER_VARIABLE_FLOAT:
{
GLfloat v[4];
attrib_values[attrib].GetValues(v);
glVertexAttrib4fv(attrib, v);
}
break;
- case Vec4::kInt:
+ case SHADER_VARIABLE_INT:
{
GLint v[4];
attrib_values[attrib].GetValues(v);
glVertexAttribI4iv(attrib, v);
}
break;
- case Vec4::kUInt:
+ case SHADER_VARIABLE_UINT:
{
GLuint v[4];
attrib_values[attrib].GetValues(v);
glVertexAttribI4uiv(attrib, v);
}
break;
+ default:
+ NOTREACHED();
+ break;
}
}
}

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