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.
//
// 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