Hash :
bd4e756a
Author :
Date :
2020-02-17T09:49:45
Const-ify the validation layer. Enforces that the validation layers should be working pretty much read- only with the exeption of updating caches. Requires a few tricks: - updates EP code generation to add 'const' to pointer parameters - enables a kludge const_cast to enable the robust query extension - makes some members of Framebuffer mutable to work around syncState - makes 'is' queries and other methods in Context/State const Will allow us to more safely expose the no_error extension. Bug: angleproject:1280 Change-Id: Id9756757854c9e68fc096ecec8d93759fbe6b3a4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2060689 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
//
// 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.
//
// validationGL14.cpp: Validation functions for OpenGL 1.4 entry point parameters
#include "libANGLE/validationGL14_autogen.h"
namespace gl
{
bool ValidateFogCoordPointer(const Context *context,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateFogCoordd(const Context *context, GLdouble coord)
{
return true;
}
bool ValidateFogCoorddv(const Context *context, const GLdouble *coord)
{
return true;
}
bool ValidateFogCoordf(const Context *context, GLfloat coord)
{
return true;
}
bool ValidateFogCoordfv(const Context *context, const GLfloat *coord)
{
return true;
}
bool ValidateMultiDrawArrays(const Context *context,
PrimitiveMode modePacked,
const GLint *first,
const GLsizei *count,
GLsizei drawcount)
{
return true;
}
bool ValidateMultiDrawElements(const Context *context,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount)
{
return true;
}
bool ValidatePointParameteri(const Context *context, GLenum pname, GLint param)
{
return true;
}
bool ValidatePointParameteriv(const Context *context, GLenum pname, const GLint *params)
{
return true;
}
bool ValidateSecondaryColor3b(const Context *context, GLbyte red, GLbyte green, GLbyte blue)
{
return true;
}
bool ValidateSecondaryColor3bv(const Context *context, const GLbyte *v)
{
return true;
}
bool ValidateSecondaryColor3d(const Context *context, GLdouble red, GLdouble green, GLdouble blue)
{
return true;
}
bool ValidateSecondaryColor3dv(const Context *context, const GLdouble *v)
{
return true;
}
bool ValidateSecondaryColor3f(const Context *context, GLfloat red, GLfloat green, GLfloat blue)
{
return true;
}
bool ValidateSecondaryColor3fv(const Context *context, const GLfloat *v)
{
return true;
}
bool ValidateSecondaryColor3i(const Context *context, GLint red, GLint green, GLint blue)
{
return true;
}
bool ValidateSecondaryColor3iv(const Context *context, const GLint *v)
{
return true;
}
bool ValidateSecondaryColor3s(const Context *context, GLshort red, GLshort green, GLshort blue)
{
return true;
}
bool ValidateSecondaryColor3sv(const Context *context, const GLshort *v)
{
return true;
}
bool ValidateSecondaryColor3ub(const Context *context, GLubyte red, GLubyte green, GLubyte blue)
{
return true;
}
bool ValidateSecondaryColor3ubv(const Context *context, const GLubyte *v)
{
return true;
}
bool ValidateSecondaryColor3ui(const Context *context, GLuint red, GLuint green, GLuint blue)
{
return true;
}
bool ValidateSecondaryColor3uiv(const Context *context, const GLuint *v)
{
return true;
}
bool ValidateSecondaryColor3us(const Context *context, GLushort red, GLushort green, GLushort blue)
{
return true;
}
bool ValidateSecondaryColor3usv(const Context *context, const GLushort *v)
{
return true;
}
bool ValidateSecondaryColorPointer(const Context *context,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateWindowPos2d(const Context *context, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateWindowPos2dv(const Context *context, const GLdouble *v)
{
return true;
}
bool ValidateWindowPos2f(const Context *context, GLfloat x, GLfloat y)
{
return true;
}
bool ValidateWindowPos2fv(const Context *context, const GLfloat *v)
{
return true;
}
bool ValidateWindowPos2i(const Context *context, GLint x, GLint y)
{
return true;
}
bool ValidateWindowPos2iv(const Context *context, const GLint *v)
{
return true;
}
bool ValidateWindowPos2s(const Context *context, GLshort x, GLshort y)
{
return true;
}
bool ValidateWindowPos2sv(const Context *context, const GLshort *v)
{
return true;
}
bool ValidateWindowPos3d(const Context *context, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateWindowPos3dv(const Context *context, const GLdouble *v)
{
return true;
}
bool ValidateWindowPos3f(const Context *context, GLfloat x, GLfloat y, GLfloat z)
{
return true;
}
bool ValidateWindowPos3fv(const Context *context, const GLfloat *v)
{
return true;
}
bool ValidateWindowPos3i(const Context *context, GLint x, GLint y, GLint z)
{
return true;
}
bool ValidateWindowPos3iv(const Context *context, const GLint *v)
{
return true;
}
bool ValidateWindowPos3s(const Context *context, GLshort x, GLshort y, GLshort z)
{
return true;
}
bool ValidateWindowPos3sv(const Context *context, const GLshort *v)
{
return true;
}
} // namespace gl