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kc3-lang/angle/src/libANGLE/validationGL4.cpp

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  • Author : Jiacheng Lu
    Date : 2019-08-30 15:00:52
    Hash : c3f7873b
    Message : Use TransformFeedbackID in place of GLuint handle Bug: angleproject:3804 Change-Id: Ib8fbec89f28645790df98a184f47303f4a8d64c1 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1779343 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Tobin Ehlis <tobine@google.com>

  • src/libANGLE/validationGL4.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.
    //
    
    // validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters
    
    #include "libANGLE/validationGL4_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, QueryID id)
    {
        return true;
    }
    
    bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
    {
        return true;
    }
    
    bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode)
    {
        return true;
    }
    
    bool ValidateBlendFuncSeparatei(Context *context,
                                    GLuint buf,
                                    GLenum srcRGB,
                                    GLenum dstRGB,
                                    GLenum srcAlpha,
                                    GLenum dstAlpha)
    {
        return true;
    }
    
    bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst)
    {
        return true;
    }
    
    bool ValidateDrawTransformFeedback(Context *context, GLenum mode, TransformFeedbackID id)
    {
        return true;
    }
    
    bool ValidateDrawTransformFeedbackStream(Context *context,
                                             GLenum mode,
                                             TransformFeedbackID id,
                                             GLuint stream)
    {
        return true;
    }
    
    bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index)
    {
        return true;
    }
    
    bool ValidateGetActiveSubroutineName(Context *context,
                                         ShaderProgramID program,
                                         GLenum shadertype,
                                         GLuint index,
                                         GLsizei bufsize,
                                         GLsizei *length,
                                         GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetActiveSubroutineUniformName(Context *context,
                                                ShaderProgramID program,
                                                GLenum shadertype,
                                                GLuint index,
                                                GLsizei bufsize,
                                                GLsizei *length,
                                                GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetActiveSubroutineUniformiv(Context *context,
                                              ShaderProgramID program,
                                              GLenum shadertype,
                                              GLuint index,
                                              GLenum pname,
                                              GLint *values)
    {
        return true;
    }
    
    bool ValidateGetProgramStageiv(Context *context,
                                   ShaderProgramID program,
                                   GLenum shadertype,
                                   GLenum pname,
                                   GLint *values)
    {
        return true;
    }
    
    bool ValidateGetQueryIndexediv(Context *context,
                                   GLenum target,
                                   GLuint index,
                                   GLenum pname,
                                   GLint *params)
    {
        return true;
    }
    
    bool ValidateGetSubroutineIndex(Context *context,
                                    ShaderProgramID program,
                                    GLenum shadertype,
                                    const GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetSubroutineUniformLocation(Context *context,
                                              ShaderProgramID program,
                                              GLenum shadertype,
                                              const GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetUniformSubroutineuiv(Context *context,
                                         GLenum shadertype,
                                         GLint location,
                                         GLuint *params)
    {
        return true;
    }
    
    bool ValidateGetUniformdv(Context *context,
                              ShaderProgramID program,
                              GLint location,
                              GLdouble *params)
    {
        return true;
    }
    
    bool ValidateMinSampleShading(Context *context, GLfloat value)
    {
        return true;
    }
    
    bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values)
    {
        return true;
    }
    
    bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value)
    {
        return true;
    }
    
    bool ValidateUniform1d(Context *context, GLint location, GLdouble x)
    {
        return true;
    }
    
    bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y)
    {
        return true;
    }
    
    bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniform4d(Context *context,
                           GLint location,
                           GLdouble x,
                           GLdouble y,
                           GLdouble z,
                           GLdouble w)
    {
        return true;
    }
    
    bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix2dv(Context *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix2x3dv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix2x4dv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix3dv(Context *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix3x2dv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix3x4dv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix4dv(Context *context,
                                  GLint location,
                                  GLsizei count,
                                  GLboolean transpose,
                                  const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix4x2dv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformMatrix4x3dv(Context *context,
                                    GLint location,
                                    GLsizei count,
                                    GLboolean transpose,
                                    const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateUniformSubroutinesuiv(Context *context,
                                       GLenum shadertype,
                                       GLsizei count,
                                       const GLuint *indices)
    {
        return true;
    }
    
    }  // namespace gl