// // Copyright 2016 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. // // ProgramNULL.cpp: // Implements the class methods for ProgramNULL. // #include "libANGLE/renderer/null/ProgramNULL.h" #include "common/debug.h" namespace rx { ProgramNULL::ProgramNULL(const gl::ProgramState &state) : ProgramImpl(state) {} ProgramNULL::~ProgramNULL() {} std::unique_ptr ProgramNULL::load(const gl::Context *context, gl::BinaryInputStream *stream, gl::InfoLog &infoLog) { return std::make_unique(angle::Result::Continue); } void ProgramNULL::save(const gl::Context *context, gl::BinaryOutputStream *stream) {} void ProgramNULL::setBinaryRetrievableHint(bool retrievable) {} void ProgramNULL::setSeparable(bool separable) {} std::unique_ptr ProgramNULL::link(const gl::Context *contextImpl, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog, const gl::ProgramMergedVaryings & /*mergedVaryings*/) { return std::make_unique(angle::Result::Continue); } GLboolean ProgramNULL::validate(const gl::Caps &caps, gl::InfoLog *infoLog) { return GL_TRUE; } void ProgramNULL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramNULL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramNULL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramNULL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramNULL::setUniform1iv(GLint location, GLsizei count, const GLint *v) {} void ProgramNULL::setUniform2iv(GLint location, GLsizei count, const GLint *v) {} void ProgramNULL::setUniform3iv(GLint location, GLsizei count, const GLint *v) {} void ProgramNULL::setUniform4iv(GLint location, GLsizei count, const GLint *v) {} void ProgramNULL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramNULL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramNULL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramNULL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramNULL::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramNULL::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const { // TODO(jmadill): Write some values. } void ProgramNULL::getUniformiv(const gl::Context *context, GLint location, GLint *params) const { // TODO(jmadill): Write some values. } void ProgramNULL::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const { // TODO(jmadill): Write some values. } } // namespace rx