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.
//
// validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
#include "libANGLE/validationGL41_autogen.h"
namespace gl
{
bool ValidateDepthRangeArrayv(const Context *context,
GLuint first,
GLsizei count,
const GLdouble *v)
{
return true;
}
bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f)
{
return true;
}
bool ValidateGetDoublei_v(const Context *context, GLenum target, GLuint index, const GLdouble *data)
{
return true;
}
bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data)
{
return true;
}
bool ValidateGetVertexAttribLdv(const Context *context,
GLuint index,
GLenum pname,
const GLdouble *params)
{
return true;
}
bool ValidateProgramUniform1d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0)
{
return true;
}
bool ValidateProgramUniform1dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform2d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1)
{
return true;
}
bool ValidateProgramUniform2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform3d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1,
GLdouble v2)
{
return true;
}
bool ValidateProgramUniform3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform4d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3)
{
return true;
}
bool ValidateProgramUniform4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v)
{
return true;
}
bool ValidateScissorIndexed(const Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL3d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL4d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribLPointer(const Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v)
{
return true;
}
bool ValidateViewportIndexedf(const Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h)
{
return true;
}
bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v)
{
return true;
}
} // namespace gl