Hash :
120b61d3
Author :
Date :
2019-08-21T12:51:58
Use ShaderProgramID in place of GLuint handles Bug: angleproject:3804 Change-Id: I5dc640004c2cc054c53261e8e939b6a9f5fc23bb Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1762363 Commit-Queue: Jiacheng Lu <lujc@google.com> Reviewed-by: Tobin Ehlis <tobine@google.com>
//
// 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.
//
// validationGL31.cpp: Validation functions for OpenGL 3.1 entry point parameters
#include "libANGLE/validationGL31_autogen.h"
namespace gl
{
bool ValidateGetActiveUniformName(Context *context,
ShaderProgramID program,
GLuint uniformIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformName)
{
return true;
}
bool ValidatePrimitiveRestartIndex(Context *context, GLuint index)
{
return true;
}
bool ValidateTexBuffer(Context *context, GLenum target, GLenum internalformat, BufferID buffer)
{
return true;
}
} // namespace gl