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kc3-lang/angle/src/libANGLE/validationGL41.cpp

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  • Author : Jiacheng Lu
    Date : 2019-08-21 12:51:58
    Hash : 120b61d3
    Message : 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>

  • src/libANGLE/validationGL41.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.
    //
    
    // validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
    
    #include "libANGLE/validationGL41_autogen.h"
    
    namespace gl
    {
    
    bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f)
    {
        return true;
    }
    
    bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data)
    {
        return true;
    }
    
    bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data)
    {
        return true;
    }
    
    bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params)
    {
        return true;
    }
    
    bool ValidateProgramUniform1d(Context *context,
                                  ShaderProgramID program,
                                  GLint location,
                                  GLdouble v0)
    {
        return true;
    }
    
    bool ValidateProgramUniform1dv(Context *context,
                                   ShaderProgramID program,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniform2d(Context *context,
                                  ShaderProgramID program,
                                  GLint location,
                                  GLdouble v0,
                                  GLdouble v1)
    {
        return true;
    }
    
    bool ValidateProgramUniform2dv(Context *context,
                                   ShaderProgramID program,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniform3d(Context *context,
                                  ShaderProgramID program,
                                  GLint location,
                                  GLdouble v0,
                                  GLdouble v1,
                                  GLdouble v2)
    {
        return true;
    }
    
    bool ValidateProgramUniform3dv(Context *context,
                                   ShaderProgramID program,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniform4d(Context *context,
                                  ShaderProgramID program,
                                  GLint location,
                                  GLdouble v0,
                                  GLdouble v1,
                                  GLdouble v2,
                                  GLdouble v3)
    {
        return true;
    }
    
    bool ValidateProgramUniform4dv(Context *context,
                                   ShaderProgramID program,
                                   GLint location,
                                   GLsizei count,
                                   const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix2dv(Context *context,
                                         ShaderProgramID program,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix2x3dv(Context *context,
                                           ShaderProgramID program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix2x4dv(Context *context,
                                           ShaderProgramID program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix3dv(Context *context,
                                         ShaderProgramID program,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix3x2dv(Context *context,
                                           ShaderProgramID program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix3x4dv(Context *context,
                                           ShaderProgramID program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix4dv(Context *context,
                                         ShaderProgramID program,
                                         GLint location,
                                         GLsizei count,
                                         GLboolean transpose,
                                         const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix4x2dv(Context *context,
                                           ShaderProgramID program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateProgramUniformMatrix4x3dv(Context *context,
                                           ShaderProgramID program,
                                           GLint location,
                                           GLsizei count,
                                           GLboolean transpose,
                                           const GLdouble *value)
    {
        return true;
    }
    
    bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v)
    {
        return true;
    }
    
    bool ValidateScissorIndexed(Context *context,
                                GLuint index,
                                GLint left,
                                GLint bottom,
                                GLsizei width,
                                GLsizei height)
    {
        return true;
    }
    
    bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x)
    {
        return true;
    }
    
    bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y)
    {
        return true;
    }
    
    bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribL4d(Context *context,
                                 GLuint index,
                                 GLdouble x,
                                 GLdouble y,
                                 GLdouble z,
                                 GLdouble w)
    {
        return true;
    }
    
    bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertexAttribLPointer(Context *context,
                                      GLuint index,
                                      GLint size,
                                      GLenum type,
                                      GLsizei stride,
                                      const void *pointer)
    {
        return true;
    }
    
    bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateViewportIndexedf(Context *context,
                                  GLuint index,
                                  GLfloat x,
                                  GLfloat y,
                                  GLfloat w,
                                  GLfloat h)
    {
        return true;
    }
    
    bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v)
    {
        return true;
    }
    
    }  // namespace gl