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

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  • Author : Jamie Madill
    Date : 2020-04-30 17:35:50
    Hash : 57d95828
    Message : Revert "Add type for attribute locations." This reverts commit 9349c14344b2d1fd6bc357063b602bc2626c140f and commit d43b057435e6c9e3194dd20627681ffca0c0808e. It's no longer needed after we bind attribute locations before link. Original CL message: This will allow the capture/replay tool to easily intercept and label attribute locations for remapping. There's some inconsistency in implementation in the GL desktop front- end. This is a quick fix and the full implementation is left for when we implement the full desktop GL API set. Bug: angleproject:4598 Change-Id: Ic510159d4d1982eff41560503cabf983a1be0381 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2174076 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • 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;
    }
    
    }  // namespace gl