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kc3-lang/angle/src/libANGLE/validationGL43.cpp

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  • Author : Jamie Madill
    Date : 2020-02-17 09:49:45
    Hash : bd4e756a
    Message : 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>

  • src/libANGLE/validationGL43.cpp
  • //
    // 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.
    //
    
    // validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
    
    #include "libANGLE/validationGL43_autogen.h"
    
    namespace gl
    {
    
    bool ValidateClearBufferData(const Context *context,
                                 GLenum target,
                                 GLenum internalformat,
                                 GLenum format,
                                 GLenum type,
                                 const void *data)
    {
        return true;
    }
    
    bool ValidateClearBufferSubData(const Context *context,
                                    GLenum target,
                                    GLenum internalformat,
                                    GLintptr offset,
                                    GLsizeiptr size,
                                    GLenum format,
                                    GLenum type,
                                    const void *data)
    {
        return true;
    }
    
    bool ValidateGetInternalformati64v(const Context *context,
                                       GLenum target,
                                       GLenum internalformat,
                                       GLenum pname,
                                       GLsizei bufSize,
                                       const GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetProgramResourceLocationIndex(const Context *context,
                                                 ShaderProgramID program,
                                                 GLenum programInterface,
                                                 const GLchar *name)
    {
        return true;
    }
    
    bool ValidateInvalidateBufferData(const Context *context, BufferID buffer)
    {
        return true;
    }
    
    bool ValidateInvalidateBufferSubData(const Context *context,
                                         BufferID buffer,
                                         GLintptr offset,
                                         GLsizeiptr length)
    {
        return true;
    }
    
    bool ValidateInvalidateTexImage(const Context *context, TextureID texture, GLint level)
    {
        return true;
    }
    
    bool ValidateInvalidateTexSubImage(const Context *context,
                                       TextureID texture,
                                       GLint level,
                                       GLint xoffset,
                                       GLint yoffset,
                                       GLint zoffset,
                                       GLsizei width,
                                       GLsizei height,
                                       GLsizei depth)
    {
        return true;
    }
    
    bool ValidateMultiDrawArraysIndirect(const Context *context,
                                         GLenum mode,
                                         const void *indirect,
                                         GLsizei drawcount,
                                         GLsizei stride)
    {
        return true;
    }
    
    bool ValidateMultiDrawElementsIndirect(const Context *context,
                                           GLenum mode,
                                           GLenum type,
                                           const void *indirect,
                                           GLsizei drawcount,
                                           GLsizei stride)
    {
        return true;
    }
    
    bool ValidateShaderStorageBlockBinding(const Context *context,
                                           ShaderProgramID program,
                                           GLuint storageBlockIndex,
                                           GLuint storageBlockBinding)
    {
        return true;
    }
    
    bool ValidateTextureView(const Context *context,
                             TextureID texture,
                             GLenum target,
                             GLuint origtexture,
                             GLenum internalformat,
                             GLuint minlevel,
                             GLuint numlevels,
                             GLuint minlayer,
                             GLuint numlayers)
    {
        return true;
    }
    
    bool ValidateVertexAttribLFormat(const Context *context,
                                     GLuint attribindex,
                                     GLint size,
                                     GLenum type,
                                     GLuint relativeoffset)
    {
        return true;
    }
    
    }  // namespace gl