Edit

kc3-lang/angle/src/libANGLE/validationGL33.cpp

Branch :

  • Show log

    Commit

  • 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/validationGL33.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.
    //
    
    // validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters
    
    #include "libANGLE/validationGL33_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBindFragDataLocationIndexed(Context *context,
                                             ShaderProgramID program,
                                             GLuint colorNumber,
                                             GLuint index,
                                             const GLchar *name)
    {
        return true;
    }
    
    bool ValidateColorP3ui(Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateColorP4ui(Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateGetFragDataIndex(Context *context, ShaderProgramID program, const GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetQueryObjecti64v(Context *context, QueryID id, GLenum pname, GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetQueryObjectui64v(Context *context, QueryID id, GLenum pname, GLuint64 *params)
    {
        return true;
    }
    
    bool ValidateGetSamplerParameterIiv(Context *context,
                                        SamplerID sampler,
                                        GLenum pname,
                                        GLint *params)
    {
        return true;
    }
    
    bool ValidateGetSamplerParameterIuiv(Context *context,
                                         SamplerID sampler,
                                         GLenum pname,
                                         GLuint *params)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateQueryCounter(Context *context, QueryID id, QueryType targetPacked)
    {
        return true;
    }
    
    bool ValidateSamplerParameterIiv(Context *context,
                                     SamplerID sampler,
                                     GLenum pname,
                                     const GLint *param)
    {
        return true;
    }
    
    bool ValidateSamplerParameterIuiv(Context *context,
                                      SamplerID sampler,
                                      GLenum pname,
                                      const GLuint *param)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4ui(Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4uiv(Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    }  // namespace gl