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#pragma once

#include <string>
#include <set>
#include <vector>

#include <glbinding/glbinding_api.h>

#include <glbinding/ProcAddress.h>
#include <glbinding/FunctionCall.h>
#include <glbinding/CallbackMask.h>


namespace glbinding 
{


/**
 * @brief
 *   The AbstractFunction represents an OpenGL API function.
 */
class GLBINDING_API AbstractFunction
{
    friend class Binding; ///< For state configuration.

public:
    /**
     * @brief
     *   Constructor
     *
     * @param[in] name
     *   The actual exported OpenGL API function name, including the 'gl' prefix.
     */
    AbstractFunction(const char * name);

    /**
     * @brief
     *   Destructor to guarantee correct memory deallocation of subclasses.
     */
    virtual ~AbstractFunction();

    /**
     * @brief
     *   Name accessor
     *
     * @return
     *   The function name.
     */
    const char * name() const;

    /**
     * @brief
     *   Lookup the function pointer and stores it in the current state.
     */
    void resolveAddress();

    /**
     * @brief
     *   Check for a valid function pointer in the current state.
     *
     * @return
     *   true iff a valid function pointer is stored in the current state.
     */
    bool isResolved() const;

    /**
     * @brief
     *   Function pointer accessor
     *
     * @return
     *   The function pointer.
     */
    ProcAddress address() const;

    /**
     * @brief
     *   Callback mask accessor
     *
     * @return
     *   Returns the currently configured callback mask for the current state.
     */
    CallbackMask callbackMask() const;

    /**
     * @brief
     *   Reconfigures the callback mask for the current state.
     *
     * @param[in] mask
     *   The new callback mask.
     */
    void setCallbackMask(CallbackMask mask);

    /**
     * @brief
     *   Reconfigures the callback mask for the current state in means of a bit-wise 'or' operation with the current callback mask.
     *
     * @param[in] mask
     *   The callback mask to include.
     */
    void addCallbackMask(CallbackMask mask);

    /**
     * @brief
     *   Reconfigures the callback mask for the current state in means of a bit-wise 'clear' operation of the current callback mask.
     *
     * @param[in] mask
     *   The callback mask to exclude.
     */
    void removeCallbackMask(CallbackMask mask);

    /**
     * @brief
     *   Check if all bits of the parameter are set in the currently configured callback mask of the current state.
     *
     * @param[in] mask
     *   The mask to check against.
     *
     * @return
     *   true iff all bits are set.
     */
    bool isEnabled(CallbackMask mask) const;

    /**
     * @brief
     *   Check if any bit of the parameter is set in the currently configured callback mask of the current state.
     *
     * @param[in] mask
     *   The mask to check against.
     *
     * @return
     *   true iff at least one bit is set.
     */
    bool isAnyEnabled(CallbackMask mask) const;

    /**
     * @brief
     *   Triggers a call of the unresolved callback.
     */
    void unresolved() const;

    /**
     * @brief
     *   Triggers a call of the before callback, passing the parameters.
     *
     * @param[in] call
     *   The parameters of the current function call.
     */
    void before(const FunctionCall & call) const;

    /**
     * @brief
     *   Triggers a call of the after callback, passing the parameters and return value.
     *
     * @param[in] call
     *   The parameters and the return value of the current function call.
     */
    void after(const FunctionCall & call) const;

protected:
    /**
     * @brief
     *   The State struct represents the configuration of an OpenGL function for one thread.
     *   This includes the driver function pointer (is allowed to differ between contexts) and the callback mask.
     */
    struct State
    {
        /**
         * @brief
         *   Constructor that initializes all values with 0 / invalid.
         */
        State();

        ProcAddress address; ///< The function pointer to the OpenGL function.
        bool initialized; ///< Whether this state is initialized or not.

        CallbackMask callbackMask; ///< The callback mask that is considered when dispatching function calls.
    };

    /**
     * @brief
     *   Checks for existance of the current configured state.
     *
     * @return
     *   true iff the current state still exists.
     *
     * This method is usually used to detect invalid state clean up.
     */
    bool hasState() const;

    /**
     * @brief
     *   Checks for existance of a state.
     *
     * @param[in] pos
     *   The index of the state to check.
     *
     * @return
     *   true iff the state exists.
     */
    bool hasState(int pos) const;

    /**
     * @brief
     *   Current state accessor
     *
     * @return
     *   The current state
     */
    State & state() const;

    /**
     * @brief
     *   State accessor
     *
     * @param[in] pos
     *   The index of the state
     *
     * @return
     *   The state
     */
    State & state(int pos) const;

    /**
     * @brief
     *   Extend the function states to include the state identified through pos.
     *
     * @param pos
     *   The index of the state to provide.
     */
    static void provideState(int pos);

    /**
     * @brief
     *   Reconfigures the states so that the state identified through pos is neglected.
     *
     * @param pos
     *   The index of the state to neglect.
     */
    static void neglectState(int pos);

    /**
     * @brief
     *   Updates the currently used state.
     *
     * @param pos
     *   The index of the new state.
     */
    static void setStatePos(int pos);

protected:
    const char * m_name; ///< The OpenGL API function name, including the 'gl' prefix.

    mutable std::vector<State> m_states; ///< The list of all states.
    
    // to reduce per instance hasState checks and provide/neglect states for all instances, 
    // max pos is used to provide m_states size, which is identical for all instances.
    static int s_maxpos; ///< The global maximum of states per function
};


} // namespace glbinding