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//
// 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(const Context *context, GLenum target, GLuint index, QueryID id)
{
return true;
}
bool ValidateDrawTransformFeedback(const Context *context, GLenum mode, TransformFeedbackID id)
{
return true;
}
bool ValidateDrawTransformFeedbackStream(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream)
{
return true;
}
bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index)
{
return true;
}
bool ValidateGetActiveSubroutineName(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformName(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformiv(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLenum pname,
const GLint *values)
{
return true;
}
bool ValidateGetProgramStageiv(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLenum pname,
const GLint *values)
{
return true;
}
bool ValidateGetQueryIndexediv(const Context *context,
GLenum target,
GLuint index,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetSubroutineIndex(const Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetSubroutineUniformLocation(const Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetUniformSubroutineuiv(const Context *context,
GLenum shadertype,
GLint location,
const GLuint *params)
{
return true;
}
bool ValidateGetUniformdv(const Context *context,
ShaderProgramID program,
UniformLocation location,
const GLdouble *params)
{
return true;
}
bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values)
{
return true;
}
bool ValidateUniform1d(const Context *context, UniformLocation location, GLdouble x)
{
return true;
}
bool ValidateUniform1dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform2d(const Context *context, UniformLocation location, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateUniform2dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform3d(const Context *context,
UniformLocation location,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateUniform3dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform4d(const Context *context,
UniformLocation location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateUniform4dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformSubroutinesuiv(const Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{
return true;
}
} // namespace gl