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kc3-lang/angle/src/libANGLE/validationGL14.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/validationGL14.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.
    //
    
    // validationGL14.cpp: Validation functions for OpenGL 1.4 entry point parameters
    
    #include "libANGLE/validationGL14_autogen.h"
    
    namespace gl
    {
    
    bool ValidateFogCoordPointer(const Context *context,
                                 GLenum type,
                                 GLsizei stride,
                                 const void *pointer)
    {
        return true;
    }
    
    bool ValidateFogCoordd(const Context *context, GLdouble coord)
    {
        return true;
    }
    
    bool ValidateFogCoorddv(const Context *context, const GLdouble *coord)
    {
        return true;
    }
    
    bool ValidateFogCoordf(const Context *context, GLfloat coord)
    {
        return true;
    }
    
    bool ValidateFogCoordfv(const Context *context, const GLfloat *coord)
    {
        return true;
    }
    
    bool ValidateMultiDrawArrays(const Context *context,
                                 PrimitiveMode modePacked,
                                 const GLint *first,
                                 const GLsizei *count,
                                 GLsizei drawcount)
    {
        return true;
    }
    
    bool ValidateMultiDrawElements(const Context *context,
                                   PrimitiveMode modePacked,
                                   const GLsizei *count,
                                   DrawElementsType typePacked,
                                   const void *const *indices,
                                   GLsizei drawcount)
    {
        return true;
    }
    
    bool ValidatePointParameteri(const Context *context, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidatePointParameteriv(const Context *context, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3b(const Context *context, GLbyte red, GLbyte green, GLbyte blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3bv(const Context *context, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3d(const Context *context, GLdouble red, GLdouble green, GLdouble blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3dv(const Context *context, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3f(const Context *context, GLfloat red, GLfloat green, GLfloat blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3fv(const Context *context, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3i(const Context *context, GLint red, GLint green, GLint blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3iv(const Context *context, const GLint *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3s(const Context *context, GLshort red, GLshort green, GLshort blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3sv(const Context *context, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3ub(const Context *context, GLubyte red, GLubyte green, GLubyte blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3ubv(const Context *context, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3ui(const Context *context, GLuint red, GLuint green, GLuint blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3uiv(const Context *context, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3us(const Context *context, GLushort red, GLushort green, GLushort blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3usv(const Context *context, const GLushort *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColorPointer(const Context *context,
                                       GLint size,
                                       GLenum type,
                                       GLsizei stride,
                                       const void *pointer)
    {
        return true;
    }
    
    bool ValidateWindowPos2d(const Context *context, GLdouble x, GLdouble y)
    {
        return true;
    }
    
    bool ValidateWindowPos2dv(const Context *context, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateWindowPos2f(const Context *context, GLfloat x, GLfloat y)
    {
        return true;
    }
    
    bool ValidateWindowPos2fv(const Context *context, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateWindowPos2i(const Context *context, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateWindowPos2iv(const Context *context, const GLint *v)
    {
        return true;
    }
    
    bool ValidateWindowPos2s(const Context *context, GLshort x, GLshort y)
    {
        return true;
    }
    
    bool ValidateWindowPos2sv(const Context *context, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3d(const Context *context, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateWindowPos3dv(const Context *context, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3f(const Context *context, GLfloat x, GLfloat y, GLfloat z)
    {
        return true;
    }
    
    bool ValidateWindowPos3fv(const Context *context, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3i(const Context *context, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateWindowPos3iv(const Context *context, const GLint *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3s(const Context *context, GLshort x, GLshort y, GLshort z)
    {
        return true;
    }
    
    bool ValidateWindowPos3sv(const Context *context, const GLshort *v)
    {
        return true;
    }
    
    }  // namespace gl