| // | |
| // 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. | |
| // | |
| // validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters | |
| #include "libANGLE/validationGL4_autogen.h" | |
| namespace gl | |
| { | |
| bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, GLuint id) | |
| { | |
| return true; | |
| } | |
| bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha) | |
| { | |
| return true; | |
| } | |
| bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode) | |
| { | |
| return true; | |
| } | |
| bool ValidateBlendFuncSeparatei(Context *context, | |
| GLuint buf, | |
| GLenum srcRGB, | |
| GLenum dstRGB, | |
| GLenum srcAlpha, | |
| GLenum dstAlpha) | |
| { | |
| return true; | |
| } | |
| bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst) | |
| { | |
| return true; | |
| } | |
| bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id) | |
| { | |
| return true; | |
| } | |
| bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream) | |
| { | |
| return true; | |
| } | |
| bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetActiveSubroutineName(Context *context, | |
| GLuint program, | |
| GLenum shadertype, | |
| GLuint index, | |
| GLsizei bufsize, | |
| GLsizei *length, | |
| GLchar *name) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetActiveSubroutineUniformName(Context *context, | |
| GLuint program, | |
| GLenum shadertype, | |
| GLuint index, | |
| GLsizei bufsize, | |
| GLsizei *length, | |
| GLchar *name) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetActiveSubroutineUniformiv(Context *context, | |
| GLuint program, | |
| GLenum shadertype, | |
| GLuint index, | |
| GLenum pname, | |
| GLint *values) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetProgramStageiv(Context *context, | |
| GLuint program, | |
| GLenum shadertype, | |
| GLenum pname, | |
| GLint *values) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetQueryIndexediv(Context *context, | |
| GLenum target, | |
| GLuint index, | |
| GLenum pname, | |
| GLint *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetSubroutineIndex(Context *context, | |
| GLuint program, | |
| GLenum shadertype, | |
| const GLchar *name) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetSubroutineUniformLocation(Context *context, | |
| GLuint program, | |
| GLenum shadertype, | |
| const GLchar *name) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetUniformSubroutineuiv(Context *context, | |
| GLenum shadertype, | |
| GLint location, | |
| GLuint *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateMinSampleShading(Context *context, GLfloat value) | |
| { | |
| return true; | |
| } | |
| bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values) | |
| { | |
| return true; | |
| } | |
| bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform1d(Context *context, GLint location, GLdouble x) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform4d(Context *context, | |
| GLint location, | |
| GLdouble x, | |
| GLdouble y, | |
| GLdouble z, | |
| GLdouble w) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix2dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix2x3dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix2x4dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix3dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix3x2dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix3x4dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix4dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix4x2dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformMatrix4x3dv(Context *context, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateUniformSubroutinesuiv(Context *context, | |
| GLenum shadertype, | |
| GLsizei count, | |
| const GLuint *indices) | |
| { | |
| return true; | |
| } | |
| } // namespace gl |