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kc3-lang/angle/src/libANGLE/validationGL3.cpp

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  • Author : Ian Elliott
    Date : 2019-10-10 08:22:04
    Hash : aa292a59
    Message : Generate GLES 3.2 entry points This is a combination of: - Changing the "scripts/generate_entry_points.py" script to tell it to also auto-generate GLES 3.2. Also changing "scripts/gen_proc_table.py". - Generating new and modified files needed to add GLES 3.2 to the ANGLE front-end. This is done by running the following command: "python scripts/run_code_generation.py". - Creating the following files: - src/libANGLE/validationES32.h - src/libANGLE/validationES32.cpp - src/libANGLE/capture_gles_3_2_params.cpp - Hand-editing the following files: - src/libGLESv1_CM/libGLESv1_CM.cpp - include/GLES2/gl2ext_angle.h - src/libGLESv2.gni - src/libANGLE/Context.h - src/libANGLE/Context.cpp - src/libANGLE/Context_gl.cpp - src/libANGLE/ErrorStrings.h - src/libANGLE/State.h - src/libANGLE/validationES1.cpp - src/libANGLE/validationGL3.cpp - src/libANGLE/validationGL31.cpp - src/libANGLE/validationGL32.cpp - src/libANGLE/validationGL33.cpp - src/libANGLE/validationGL4.cpp - src/libANGLE/validationGL43.cpp - src/libANGLE/validationGL45.cpp Bug: angleproject:3649 Change-Id: I5b67f72e3e3b55e74039ec3e28aa8d399ec08cf2 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1850231 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Ian Elliott <ianelliott@google.com>

  • src/libANGLE/validationGL3.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.
    //
    // validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters
    
    #include "libANGLE/validationGL3_autogen.h"
    
    namespace gl
    {
    
    bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode)
    {
        return true;
    }
    
    bool ValidateBindFragDataLocation(Context *context,
                                      ShaderProgramID program,
                                      GLuint color,
                                      const GLchar *name)
    {
        return true;
    }
    
    bool ValidateClampColor(Context *context, GLenum target, GLenum clamp)
    {
        return true;
    }
    
    bool ValidateEndConditionalRender(Context *context)
    {
        return true;
    }
    
    bool ValidateFramebufferTexture1D(Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texture,
                                      GLint level)
    {
        return true;
    }
    
    bool ValidateFramebufferTexture3D(Context *context,
                                      GLenum target,
                                      GLenum attachment,
                                      TextureTarget textargetPacked,
                                      TextureID texture,
                                      GLint level,
                                      GLint zoffset)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x)
    {
        return true;
    }
    
    bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y)
    {
        return true;
    }
    
    bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
    {
        return true;
    }
    
    bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v)
    {
        return true;
    }
    
    }  // namespace gl