Hash :
2ab08edc
        
        Author :
  
        
        Date :
2019-08-12T16:20:21
        
      
Use TextureID in place of GLuint handles. Bug: angleproject:3611 Change-Id: Ie6156e8732b3ca4dc6c4439c059a5481a4dfd250 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1738753 Reviewed-by: Tim Van Patten <timvp@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@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.
//
// validationGL32.cpp: Validation functions for OpenGL 3.2 entry point parameters
#include "libANGLE/validationGL32_autogen.h"
namespace gl
{
bool ValidateDrawElementsBaseVertex(Context *context,
                                    GLenum mode,
                                    GLsizei count,
                                    GLenum type,
                                    const void *indices,
                                    GLint basevertex)
{
    return true;
}
bool ValidateDrawElementsInstancedBaseVertex(Context *context,
                                             GLenum mode,
                                             GLsizei count,
                                             GLenum type,
                                             const void *indices,
                                             GLsizei instancecount,
                                             GLint basevertex)
{
    return true;
}
bool ValidateDrawRangeElementsBaseVertex(Context *context,
                                         GLenum mode,
                                         GLuint start,
                                         GLuint end,
                                         GLsizei count,
                                         GLenum type,
                                         const void *indices,
                                         GLint basevertex)
{
    return true;
}
bool ValidateFramebufferTexture(Context *context,
                                GLenum target,
                                GLenum attachment,
                                TextureID texture,
                                GLint level)
{
    return true;
}
bool ValidateMultiDrawElementsBaseVertex(Context *context,
                                         GLenum mode,
                                         const GLsizei *count,
                                         GLenum type,
                                         const void *const *indices,
                                         GLsizei drawcount,
                                         const GLint *basevertex)
{
    return true;
}
bool ValidateProvokingVertex(Context *context, ProvokingVertexConvention modePacked)
{
    return true;
}
bool ValidateTexImage2DMultisample(Context *context,
                                   GLenum target,
                                   GLsizei samples,
                                   GLenum internalformat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLboolean fixedsamplelocations)
{
    return true;
}
bool ValidateTexImage3DMultisample(Context *context,
                                   GLenum target,
                                   GLsizei samples,
                                   GLenum internalformat,
                                   GLsizei width,
                                   GLsizei height,
                                   GLsizei depth,
                                   GLboolean fixedsamplelocations)
{
    return true;
}
}  // namespace gl