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kc3-lang/angle/src/libANGLE/validationGL3.cpp

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  • Author : Jiacheng Lu
    Date : 2019-08-21 12:51:58
    Hash : 120b61d3
    Message : Use ShaderProgramID in place of GLuint handles Bug: angleproject:3804 Change-Id: I5dc640004c2cc054c53261e8e939b6a9f5fc23bb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762363 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/validationGL3.cpp
  • //
    // Copyright 2019 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.cpp: Validation functions for OpenGL 3.0 entry point parameters
    
    #include "libANGLE/validationGL3_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode)
    {
        return true;
    }
    
    bool ValidateBindFragDataLocation(Context *context,
                                      ShaderProgramID program,
                                      GLuint color,
                                      const GLchar *name)
    {
        return true;
    }
    
    bool ValidateClampColor(Context *context, GLenum target, GLenum clamp)
    {
        return true;
    }
    
    bool ValidateColorMaski(Context *context,
                            GLuint index,
                            GLboolean r,
                            GLboolean g,
                            GLboolean b,
                            GLboolean a)
    {
        return true;
    }
    
    bool ValidateDisablei(Context *context, GLenum target, GLuint index)
    {
        return true;
    }
    
    bool ValidateEnablei(Context *context, GLenum target, GLuint index)
    {
        return true;
    }
    
    bool ValidateEndConditionalRender(Context *context)
    {
        return true;
    }
    
    bool ValidateFramebufferTexture1D(Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texture,
                                      GLint level)
    {
        return true;
    }
    
    bool ValidateFramebufferTexture3D(Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texture,
                                      GLint level,
                                      GLint zoffset)
    {
        return true;
    }
    
    bool ValidateGetTexParameterIiv(Context *context,
                                    TextureType targetPacked,
                                    GLenum pname,
                                    GLint *params)
    {
        return true;
    }
    
    bool ValidateGetTexParameterIuiv(Context *context,
                                     TextureType targetPacked,
                                     GLenum pname,
                                     GLuint *params)
    {
        return true;
    }
    
    bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index)
    {
        return true;
    }
    
    bool ValidateTexParameterIiv(Context *context,
                                 TextureType targetPacked,
                                 GLenum pname,
                                 const GLint *params)
    {
        return true;
    }
    
    bool ValidateTexParameterIuiv(Context *context,
                                  TextureType targetPacked,
                                  GLenum pname,
                                  const GLuint *params)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v)
    {
        return true;
    }
    
    }  // namespace gl