Edit

kc3-lang/angle/src/libANGLE/validationGL43.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/validationGL43.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.
    //
    
    // validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
    
    #include "libANGLE/validationGL43_autogen.h"
    
    namespace gl
    {
    
    bool ValidateClearBufferData(Context *context,
                                 GLenum target,
                                 GLenum internalformat,
                                 GLenum format,
                                 GLenum type,
                                 const void *data)
    {
        return true;
    }
    
    bool ValidateClearBufferSubData(Context *context,
                                    GLenum target,
                                    GLenum internalformat,
                                    GLintptr offset,
                                    GLsizeiptr size,
                                    GLenum format,
                                    GLenum type,
                                    const void *data)
    {
        return true;
    }
    
    bool ValidateCopyImageSubData(Context *context,
                                  GLuint srcName,
                                  GLenum srcTarget,
                                  GLint srcLevel,
                                  GLint srcX,
                                  GLint srcY,
                                  GLint srcZ,
                                  GLuint dstName,
                                  GLenum dstTarget,
                                  GLint dstLevel,
                                  GLint dstX,
                                  GLint dstY,
                                  GLint dstZ,
                                  GLsizei srcWidth,
                                  GLsizei srcHeight,
                                  GLsizei srcDepth)
    {
        return true;
    }
    
    bool ValidateDebugMessageCallback(Context *context, GLDEBUGPROC callback, const void *userParam)
    {
        return true;
    }
    
    bool ValidateDebugMessageControl(Context *context,
                                     GLenum source,
                                     GLenum type,
                                     GLenum severity,
                                     GLsizei count,
                                     const GLuint *ids,
                                     GLboolean enabled)
    {
        return true;
    }
    
    bool ValidateDebugMessageInsert(Context *context,
                                    GLenum source,
                                    GLenum type,
                                    GLuint id,
                                    GLenum severity,
                                    GLsizei length,
                                    const GLchar *buf)
    {
        return true;
    }
    
    bool ValidateGetDebugMessageLog(Context *context,
                                    GLuint count,
                                    GLsizei bufSize,
                                    GLenum *sources,
                                    GLenum *types,
                                    GLuint *ids,
                                    GLenum *severities,
                                    GLsizei *lengths,
                                    GLchar *messageLog)
    {
        return true;
    }
    
    bool ValidateGetInternalformati64v(Context *context,
                                       GLenum target,
                                       GLenum internalformat,
                                       GLenum pname,
                                       GLsizei bufSize,
                                       GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetObjectLabel(Context *context,
                                GLenum identifier,
                                GLuint name,
                                GLsizei bufSize,
                                GLsizei *length,
                                GLchar *label)
    {
        return true;
    }
    
    bool ValidateGetObjectPtrLabel(Context *context,
                                   const void *ptr,
                                   GLsizei bufSize,
                                   GLsizei *length,
                                   GLchar *label)
    {
        return true;
    }
    
    bool ValidateGetProgramResourceLocationIndex(Context *context,
                                                 ShaderProgramID program,
                                                 GLenum programInterface,
                                                 const GLchar *name)
    {
        return true;
    }
    
    bool ValidateInvalidateBufferData(Context *context, BufferID buffer)
    {
        return true;
    }
    
    bool ValidateInvalidateBufferSubData(Context *context,
                                         BufferID buffer,
                                         GLintptr offset,
                                         GLsizeiptr length)
    {
        return true;
    }
    
    bool ValidateInvalidateTexImage(Context *context, TextureID texture, GLint level)
    {
        return true;
    }
    
    bool ValidateInvalidateTexSubImage(Context *context,
                                       TextureID texture,
                                       GLint level,
                                       GLint xoffset,
                                       GLint yoffset,
                                       GLint zoffset,
                                       GLsizei width,
                                       GLsizei height,
                                       GLsizei depth)
    {
        return true;
    }
    
    bool ValidateMultiDrawArraysIndirect(Context *context,
                                         GLenum mode,
                                         const void *indirect,
                                         GLsizei drawcount,
                                         GLsizei stride)
    {
        return true;
    }
    
    bool ValidateMultiDrawElementsIndirect(Context *context,
                                           GLenum mode,
                                           GLenum type,
                                           const void *indirect,
                                           GLsizei drawcount,
                                           GLsizei stride)
    {
        return true;
    }
    
    bool ValidateObjectLabel(Context *context,
                             GLenum identifier,
                             GLuint name,
                             GLsizei length,
                             const GLchar *label)
    {
        return true;
    }
    
    bool ValidateObjectPtrLabel(Context *context, const void *ptr, GLsizei length, const GLchar *label)
    {
        return true;
    }
    
    bool ValidatePopDebugGroup(Context *context)
    {
        return true;
    }
    
    bool ValidatePushDebugGroup(Context *context,
                                GLenum source,
                                GLuint id,
                                GLsizei length,
                                const GLchar *message)
    {
        return true;
    }
    
    bool ValidateShaderStorageBlockBinding(Context *context,
                                           ShaderProgramID program,
                                           GLuint storageBlockIndex,
                                           GLuint storageBlockBinding)
    {
        return true;
    }
    
    bool ValidateTexBufferRange(Context *context,
                                GLenum target,
                                GLenum internalformat,
                                BufferID buffer,
                                GLintptr offset,
                                GLsizeiptr size)
    {
        return true;
    }
    
    bool ValidateTexStorage3DMultisample(Context *context,
                                         TextureType targetPacked,
                                         GLsizei samples,
                                         GLenum internalformat,
                                         GLsizei width,
                                         GLsizei height,
                                         GLsizei depth,
                                         GLboolean fixedsamplelocations)
    {
        return true;
    }
    
    bool ValidateTextureView(Context *context,
                             TextureID texture,
                             GLenum target,
                             GLuint origtexture,
                             GLenum internalformat,
                             GLuint minlevel,
                             GLuint numlevels,
                             GLuint minlayer,
                             GLuint numlayers)
    {
        return true;
    }
    
    bool ValidateVertexAttribLFormat(Context *context,
                                     GLuint attribindex,
                                     GLint size,
                                     GLenum type,
                                     GLuint relativeoffset)
    {
        return true;
    }
    
    }  // namespace gl