Hash :
bd4e756a
Author :
Date :
2020-02-17T09:49:45
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>
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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.
//
// validationGL2.cpp: Validation functions for OpenGL 2.0 entry point parameters
#include "libANGLE/validationGL2_autogen.h"
namespace gl
{
bool ValidateGetVertexAttribdv(const Context *context,
GLuint index,
GLenum pname,
const GLdouble *params)
{
return true;
}
bool ValidateVertexAttrib1d(const Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttrib1dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib1s(const Context *context, GLuint index, GLshort x)
{
return true;
}
bool ValidateVertexAttrib1sv(const Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib2d(const Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttrib2dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib2s(const Context *context, GLuint index, GLshort x, GLshort y)
{
return true;
}
bool ValidateVertexAttrib2sv(const Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib3d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateVertexAttrib3dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib3s(const Context *context, GLuint index, GLshort x, GLshort y, GLshort z)
{
return true;
}
bool ValidateVertexAttrib3sv(const Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4Nbv(const Context *context, GLuint index, const GLbyte *v)
{
return true;
}
bool ValidateVertexAttrib4Niv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttrib4Nsv(const Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4Nub(const Context *context,
GLuint index,
GLubyte x,
GLubyte y,
GLubyte z,
GLubyte w)
{
return true;
}
bool ValidateVertexAttrib4Nubv(const Context *context, GLuint index, const GLubyte *v)
{
return true;
}
bool ValidateVertexAttrib4Nuiv(const Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttrib4Nusv(const Context *context, GLuint index, const GLushort *v)
{
return true;
}
bool ValidateVertexAttrib4bv(const Context *context, GLuint index, const GLbyte *v)
{
return true;
}
bool ValidateVertexAttrib4d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttrib4dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib4iv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttrib4s(const Context *context,
GLuint index,
GLshort x,
GLshort y,
GLshort z,
GLshort w)
{
return true;
}
bool ValidateVertexAttrib4sv(const Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4ubv(const Context *context, GLuint index, const GLubyte *v)
{
return true;
}
bool ValidateVertexAttrib4uiv(const Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttrib4usv(const Context *context, GLuint index, const GLushort *v)
{
return true;
}
} // namespace gl