Hash :
aa292a59
Author :
Date :
2019-10-10T08:22:04
Generate GLES 3.2 entry points This is a combination of: - Changing the "scripts/generate_entry_points.py" script to tell it to also auto-generate GLES 3.2. Also changing "scripts/gen_proc_table.py". - Generating new and modified files needed to add GLES 3.2 to the ANGLE front-end. This is done by running the following command: "python scripts/run_code_generation.py". - Creating the following files: - src/libANGLE/validationES32.h - src/libANGLE/validationES32.cpp - src/libANGLE/capture_gles_3_2_params.cpp - Hand-editing the following files: - src/libGLESv1_CM/libGLESv1_CM.cpp - include/GLES2/gl2ext_angle.h - src/libGLESv2.gni - src/libANGLE/Context.h - src/libANGLE/Context.cpp - src/libANGLE/Context_gl.cpp - src/libANGLE/ErrorStrings.h - src/libANGLE/State.h - src/libANGLE/validationES1.cpp - src/libANGLE/validationGL3.cpp - src/libANGLE/validationGL31.cpp - src/libANGLE/validationGL32.cpp - src/libANGLE/validationGL33.cpp - src/libANGLE/validationGL4.cpp - src/libANGLE/validationGL43.cpp - src/libANGLE/validationGL45.cpp Bug: angleproject:3649 Change-Id: I5b67f72e3e3b55e74039ec3e28aa8d399ec08cf2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1850231 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Ian Elliott <ianelliott@google.com>
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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.
//
// validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters
#include "libANGLE/validationGL3_autogen.h"
namespace gl
{
bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode)
{
return true;
}
bool ValidateBindFragDataLocation(Context *context,
ShaderProgramID program,
GLuint color,
const GLchar *name)
{
return true;
}
bool ValidateClampColor(Context *context, GLenum target, GLenum clamp)
{
return true;
}
bool ValidateEndConditionalRender(Context *context)
{
return true;
}
bool ValidateFramebufferTexture1D(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texture,
GLint level)
{
return true;
}
bool ValidateFramebufferTexture3D(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texture,
GLint level,
GLint zoffset)
{
return true;
}
bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x)
{
return true;
}
bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x)
{
return true;
}
bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y)
{
return true;
}
bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y)
{
return true;
}
bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z)
{
return true;
}
bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
{
return true;
}
bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v)
{
return true;
}
bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v)
{
return true;
}
bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v)
{
return true;
}
} // namespace gl