| // | |
| // 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, GLuint program, GLint location, GLdouble v0) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform1dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform2d(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLdouble v0, | |
| GLdouble v1) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform2dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform3d(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLdouble v0, | |
| GLdouble v1, | |
| GLdouble v2) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform3dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform4d(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLdouble v0, | |
| GLdouble v1, | |
| GLdouble v2, | |
| GLdouble v3) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniform4dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix2dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix2x3dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix2x4dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix3dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix3x2dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix3x4dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix4dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix4x2dv(Context *context, | |
| GLuint program, | |
| GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLdouble *value) | |
| { | |
| return true; | |
| } | |
| bool ValidateProgramUniformMatrix4x3dv(Context *context, | |
| GLuint 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 |