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kc3-lang/angle/src/libANGLE/validationGL3.cpp

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  • Author : Jamie Madill
    Date : 2020-11-30 17:27:39
    Hash : 0be3f296
    Message : Entry Points: Combine desktop GL minor versions. This reduces the proliferation of small entry point files. Bug: angleproject:2621 Change-Id: Ib882fd9e32e165279439d5d6cab7205eae0732ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2566592 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com>

  • src/libANGLE/validationGL3.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.
    //
    // validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters
    
    #include "libANGLE/validationGL3_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode)
    {
        return true;
    }
    
    bool ValidateBindFragDataLocation(const Context *context,
                                      ShaderProgramID program,
                                      GLuint color,
                                      const GLchar *name)
    {
        return true;
    }
    
    bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp)
    {
        return true;
    }
    
    bool ValidateEndConditionalRender(const Context *context)
    {
        return true;
    }
    
    bool ValidateFramebufferTexture1D(const Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texture,
                                      GLint level)
    {
        return true;
    }
    
    bool ValidateFramebufferTexture3D(const Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texture,
                                      GLint level,
                                      GLint zoffset)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v)
    {
        return true;
    }
    
    bool ValidateGetActiveUniformName(const Context *context,
                                      ShaderProgramID program,
                                      GLuint uniformIndex,
                                      GLsizei bufSize,
                                      const GLsizei *length,
                                      const GLchar *uniformName)
    {
        return true;
    }
    
    bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index)
    {
        return true;
    }
    
    bool ValidateMultiDrawElementsBaseVertex(const Context *context,
                                             PrimitiveMode mode,
                                             const GLsizei *count,
                                             DrawElementsType type,
                                             const void *const *indices,
                                             GLsizei drawcount,
                                             const GLint *basevertex)
    {
        return true;
    }
    
    bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked)
    {
        return true;
    }
    
    bool ValidateTexImage2DMultisample(const Context *context,
                                       GLenum target,
                                       GLsizei samples,
                                       GLenum internalformat,
                                       GLsizei width,
                                       GLsizei height,
                                       GLboolean fixedsamplelocations)
    {
        return true;
    }
    
    bool ValidateTexImage3DMultisample(const Context *context,
                                       GLenum target,
                                       GLsizei samples,
                                       GLenum internalformat,
                                       GLsizei width,
                                       GLsizei height,
                                       GLsizei depth,
                                       GLboolean fixedsamplelocations)
    {
        return true;
    }
    
    bool ValidateBindFragDataLocationIndexed(const Context *context,
                                             ShaderProgramID program,
                                             GLuint colorNumber,
                                             GLuint index,
                                             const GLchar *name)
    {
        return true;
    }
    
    bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID program, const GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetQueryObjecti64v(const Context *context,
                                    QueryID id,
                                    GLenum pname,
                                    const GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetQueryObjectui64v(const Context *context,
                                     QueryID id,
                                     GLenum pname,
                                     const GLuint64 *params)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateQueryCounter(const Context *context, QueryID id, QueryType targetPacked)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    }  // namespace gl