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kc3-lang/angle/src/libANGLE/validationGL43.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/validationGL43.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.
    //
    
    // validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
    
    #include "libANGLE/validationGL43_autogen.h"
    
    namespace gl
    {
    
    bool ValidateClearBufferData(Context *context,
                                 GLenum target,
                                 GLenum internalformat,
                                 GLenum format,
                                 GLenum type,
                                 const void *data)
    {
        return true;
    }
    
    bool ValidateClearBufferSubData(Context *context,
                                    GLenum target,
                                    GLenum internalformat,
                                    GLintptr offset,
                                    GLsizeiptr size,
                                    GLenum format,
                                    GLenum type,
                                    const void *data)
    {
        return true;
    }
    
    bool ValidateGetInternalformati64v(Context *context,
                                       GLenum target,
                                       GLenum internalformat,
                                       GLenum pname,
                                       GLsizei bufSize,
                                       GLint64 *params)
    {
        return true;
    }
    
    bool ValidateGetProgramResourceLocationIndex(Context *context,
                                                 ShaderProgramID program,
                                                 GLenum programInterface,
                                                 const GLchar *name)
    {
        return true;
    }
    
    bool ValidateInvalidateBufferData(Context *context, BufferID buffer)
    {
        return true;
    }
    
    bool ValidateInvalidateBufferSubData(Context *context,
                                         BufferID buffer,
                                         GLintptr offset,
                                         GLsizeiptr length)
    {
        return true;
    }
    
    bool ValidateInvalidateTexImage(Context *context, TextureID texture, GLint level)
    {
        return true;
    }
    
    bool ValidateInvalidateTexSubImage(Context *context,
                                       TextureID texture,
                                       GLint level,
                                       GLint xoffset,
                                       GLint yoffset,
                                       GLint zoffset,
                                       GLsizei width,
                                       GLsizei height,
                                       GLsizei depth)
    {
        return true;
    }
    
    bool ValidateMultiDrawArraysIndirect(Context *context,
                                         GLenum mode,
                                         const void *indirect,
                                         GLsizei drawcount,
                                         GLsizei stride)
    {
        return true;
    }
    
    bool ValidateMultiDrawElementsIndirect(Context *context,
                                           GLenum mode,
                                           GLenum type,
                                           const void *indirect,
                                           GLsizei drawcount,
                                           GLsizei stride)
    {
        return true;
    }
    
    bool ValidateShaderStorageBlockBinding(Context *context,
                                           ShaderProgramID program,
                                           GLuint storageBlockIndex,
                                           GLuint storageBlockBinding)
    {
        return true;
    }
    
    bool ValidateTextureView(Context *context,
                             TextureID texture,
                             GLenum target,
                             GLuint origtexture,
                             GLenum internalformat,
                             GLuint minlevel,
                             GLuint numlevels,
                             GLuint minlayer,
                             GLuint numlayers)
    {
        return true;
    }
    
    bool ValidateVertexAttribLFormat(Context *context,
                                     GLuint attribindex,
                                     GLint size,
                                     GLenum type,
                                     GLuint relativeoffset)
    {
        return true;
    }
    
    }  // namespace gl