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kc3-lang/angle/src/libANGLE/validationGL2.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/validationGL2.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.
    //
    
    // 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