Hash :
120b61d3
Author :
Date :
2019-08-21T12:51:58
Use ShaderProgramID in place of GLuint handles Bug: angleproject:3804 Change-Id: I5dc640004c2cc054c53261e8e939b6a9f5fc23bb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762363 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@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.
//
// validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
#include "libANGLE/validationGL41_autogen.h"
namespace gl
{
bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v)
{
return true;
}
bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f)
{
return true;
}
bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data)
{
return true;
}
bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data)
{
return true;
}
bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params)
{
return true;
}
bool ValidateProgramUniform1d(Context *context,
ShaderProgramID program,
GLint location,
GLdouble v0)
{
return true;
}
bool ValidateProgramUniform1dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform2d(Context *context,
ShaderProgramID program,
GLint location,
GLdouble v0,
GLdouble v1)
{
return true;
}
bool ValidateProgramUniform2dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform3d(Context *context,
ShaderProgramID program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2)
{
return true;
}
bool ValidateProgramUniform3dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform4d(Context *context,
ShaderProgramID program,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3)
{
return true;
}
bool ValidateProgramUniform4dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x3dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x4dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x2dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x4dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x2dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x3dv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v)
{
return true;
}
bool ValidateScissorIndexed(Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL4d(Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribLPointer(Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v)
{
return true;
}
bool ValidateViewportIndexedf(Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h)
{
return true;
}
bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v)
{
return true;
}
} // namespace gl