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.
//
// validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters
#include "libANGLE/validationGL4_autogen.h"
namespace gl
{
bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, QueryID id)
{
return true;
}
bool ValidateDrawTransformFeedback(Context *context, GLenum mode, TransformFeedbackID id)
{
return true;
}
bool ValidateDrawTransformFeedbackStream(Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream)
{
return true;
}
bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index)
{
return true;
}
bool ValidateGetActiveSubroutineName(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformName(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformiv(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values)
{
return true;
}
bool ValidateGetProgramStageiv(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLenum pname,
GLint *values)
{
return true;
}
bool ValidateGetQueryIndexediv(Context *context,
GLenum target,
GLuint index,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetSubroutineIndex(Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetSubroutineUniformLocation(Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetUniformSubroutineuiv(Context *context,
GLenum shadertype,
GLint location,
GLuint *params)
{
return true;
}
bool ValidateGetUniformdv(Context *context,
ShaderProgramID program,
GLint location,
GLdouble *params)
{
return true;
}
bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values)
{
return true;
}
bool ValidateUniform1d(Context *context, GLint location, GLdouble x)
{
return true;
}
bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform4d(Context *context,
GLint location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformSubroutinesuiv(Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{
return true;
}
} // namespace gl