Hash :
a18f4145
Author :
Date :
2020-02-19T22:42:12
Trace/Replay: Add uniform location type. This is a large refactor that replaces instances of "GLint location" for uniform locations with "UniformLocation location". This boxed type is similar to the ResourceID types that we use to capture resource IDs more easily. Eventually this will give us a more portable replay. Bug: angleproject:4411 Change-Id: I848e861c3956d95b6b953f57f8b6a2c4a676766f Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2066117 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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(const Context *context, GLenum target, GLuint index, QueryID id)
{
return true;
}
bool ValidateDrawTransformFeedback(const Context *context, GLenum mode, TransformFeedbackID id)
{
return true;
}
bool ValidateDrawTransformFeedbackStream(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream)
{
return true;
}
bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index)
{
return true;
}
bool ValidateGetActiveSubroutineName(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformName(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformiv(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLenum pname,
const GLint *values)
{
return true;
}
bool ValidateGetProgramStageiv(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLenum pname,
const GLint *values)
{
return true;
}
bool ValidateGetQueryIndexediv(const Context *context,
GLenum target,
GLuint index,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetSubroutineIndex(const Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetSubroutineUniformLocation(const Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetUniformSubroutineuiv(const Context *context,
GLenum shadertype,
GLint location,
const GLuint *params)
{
return true;
}
bool ValidateGetUniformdv(const Context *context,
ShaderProgramID program,
UniformLocation location,
const GLdouble *params)
{
return true;
}
bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values)
{
return true;
}
bool ValidateUniform1d(const Context *context, UniformLocation location, GLdouble x)
{
return true;
}
bool ValidateUniform1dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform2d(const Context *context, UniformLocation location, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateUniform2dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform3d(const Context *context,
UniformLocation location,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateUniform3dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform4d(const Context *context,
UniformLocation location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateUniform4dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformSubroutinesuiv(const Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{
return true;
}
} // namespace gl