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kc3-lang/angle/src/libANGLE/validationGL33.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/validationGL33.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.
    //
    
    // validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters
    
    #include "libANGLE/validationGL33_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBindFragDataLocationIndexed(const Context *context,
                                             ShaderProgramID program,
                                             GLuint colorNumber,
                                             GLuint index,
                                             const GLchar *name)
    {
        return true;
    }
    
    bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID program, const GLchar *name)
    {
        return true;
    }
    
    bool ValidateGetQueryObjecti64v(const Context *context,
                                    QueryID id,
                                    GLenum pname,
                                    const GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetQueryObjectui64v(const Context *context,
                                     QueryID id,
                                     GLenum pname,
                                     const GLuint64 *params)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP1uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP2uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP3uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateMultiTexCoordP4uiv(const Context *context,
                                    GLenum texture,
                                    GLenum type,
                                    const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateQueryCounter(const Context *context, QueryID id, QueryType targetPacked)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color)
    {
        return true;
    }
    
    bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color)
    {
        return true;
    }
    
    bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords)
    {
        return true;
    }
    
    bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP1uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP2uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP3uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4ui(const Context *context,
                                  GLuint index,
                                  GLenum type,
                                  GLboolean normalized,
                                  GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexAttribP4uiv(const Context *context,
                                   GLuint index,
                                   GLenum type,
                                   GLboolean normalized,
                                   const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value)
    {
        return true;
    }
    
    bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value)
    {
        return true;
    }
    
    }  // namespace gl