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.
//
// 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