| // |
| // 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 |