| // |
| // 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. |
| // |
| |
| // validationGL1.cpp: Validation functions for OpenGL 1.0 entry point parameters |
| |
| #include "libANGLE/validationGL1_autogen.h" |
| |
| namespace gl |
| { |
| |
| bool ValidateAccum(const Context *, GLenum op, GLfloat value) |
| { |
| return true; |
| } |
| |
| bool ValidateBegin(const Context *, GLenum mode) |
| { |
| return true; |
| } |
| |
| bool ValidateBitmap(const Context *, |
| GLsizei width, |
| GLsizei height, |
| GLfloat xorig, |
| GLfloat yorig, |
| GLfloat xmove, |
| GLfloat ymove, |
| const GLubyte *bitmap) |
| { |
| return true; |
| } |
| |
| bool ValidateCallList(const Context *, GLuint list) |
| { |
| return true; |
| } |
| |
| bool ValidateCallLists(const Context *, GLsizei n, GLenum type, const void *lists) |
| { |
| return true; |
| } |
| |
| bool ValidateClearAccum(const Context *, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateClearDepth(const Context *, GLdouble depth) |
| { |
| return true; |
| } |
| |
| bool ValidateClearIndex(const Context *, GLfloat c) |
| { |
| return true; |
| } |
| |
| bool ValidateClipPlane(const Context *, GLenum plane, const GLdouble *equation) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3b(const Context *, GLbyte red, GLbyte green, GLbyte blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3bv(const Context *, const GLbyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3d(const Context *, GLdouble red, GLdouble green, GLdouble blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3f(const Context *, GLfloat red, GLfloat green, GLfloat blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3i(const Context *, GLint red, GLint green, GLint blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3s(const Context *, GLshort red, GLshort green, GLshort blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3ub(const Context *, GLubyte red, GLubyte green, GLubyte blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3ubv(const Context *, const GLubyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3ui(const Context *, GLuint red, GLuint green, GLuint blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3uiv(const Context *, const GLuint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3us(const Context *, GLushort red, GLushort green, GLushort blue) |
| { |
| return true; |
| } |
| |
| bool ValidateColor3usv(const Context *, const GLushort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4b(const Context *, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4bv(const Context *, const GLbyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4d(const Context *, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4i(const Context *, GLint red, GLint green, GLint blue, GLint alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4s(const Context *, GLshort red, GLshort green, GLshort blue, GLshort alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4ubv(const Context *, const GLubyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4ui(const Context *, GLuint red, GLuint green, GLuint blue, GLuint alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4uiv(const Context *, const GLuint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4us(const Context *, GLushort red, GLushort green, GLushort blue, GLushort alpha) |
| { |
| return true; |
| } |
| |
| bool ValidateColor4usv(const Context *, const GLushort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateColorMaterial(const Context *, GLenum face, GLenum mode) |
| { |
| return true; |
| } |
| |
| bool ValidateCopyPixels(const Context *, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLenum type) |
| { |
| return true; |
| } |
| |
| bool ValidateDeleteLists(const Context *, GLuint list, GLsizei range) |
| { |
| return true; |
| } |
| |
| bool ValidateDepthRange(const Context *, GLdouble n, GLdouble f) |
| { |
| return true; |
| } |
| |
| bool ValidateDrawBuffer(const Context *, GLenum buf) |
| { |
| return true; |
| } |
| |
| bool ValidateDrawPixels(const Context *, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| const void *pixels) |
| { |
| return true; |
| } |
| |
| bool ValidateEdgeFlag(const Context *, GLboolean flag) |
| { |
| return true; |
| } |
| |
| bool ValidateEdgeFlagv(const Context *, const GLboolean *flag) |
| { |
| return true; |
| } |
| |
| bool ValidateEnd(const Context *) |
| { |
| return true; |
| } |
| |
| bool ValidateEndList(const Context *) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord1d(const Context *, GLdouble u) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord1dv(const Context *, const GLdouble *u) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord1f(const Context *, GLfloat u) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord1fv(const Context *, const GLfloat *u) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord2d(const Context *, GLdouble u, GLdouble v) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord2dv(const Context *, const GLdouble *u) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord2f(const Context *, GLfloat u, GLfloat v) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalCoord2fv(const Context *, const GLfloat *u) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalMesh1(const Context *, GLenum mode, GLint i1, GLint i2) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalMesh2(const Context *, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalPoint1(const Context *, GLint i) |
| { |
| return true; |
| } |
| |
| bool ValidateEvalPoint2(const Context *, GLint i, GLint j) |
| { |
| return true; |
| } |
| |
| bool ValidateFeedbackBuffer(const Context *, GLsizei size, GLenum type, const GLfloat *buffer) |
| { |
| return true; |
| } |
| |
| bool ValidateFogi(const Context *, GLenum pname, GLint param) |
| { |
| return true; |
| } |
| |
| bool ValidateFogiv(const Context *, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateFrustum(const Context *, |
| GLdouble left, |
| GLdouble right, |
| GLdouble bottom, |
| GLdouble top, |
| GLdouble zNear, |
| GLdouble zFar) |
| { |
| return true; |
| } |
| |
| bool ValidateGenLists(const Context *, GLsizei range) |
| { |
| return true; |
| } |
| |
| bool ValidateGetClipPlane(const Context *, GLenum plane, const GLdouble *equation) |
| { |
| return true; |
| } |
| |
| bool ValidateGetDoublev(const Context *, GLenum pname, const GLdouble *data) |
| { |
| return true; |
| } |
| |
| bool ValidateGetLightiv(const Context *, GLenum light, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateGetMapdv(const Context *, GLenum target, GLenum query, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateGetMapfv(const Context *, GLenum target, GLenum query, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateGetMapiv(const Context *, GLenum target, GLenum query, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateGetMaterialiv(const Context *, GLenum face, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateGetPixelMapfv(const Context *, GLenum map, const GLfloat *values) |
| { |
| return true; |
| } |
| |
| bool ValidateGetPixelMapuiv(const Context *, GLenum map, const GLuint *values) |
| { |
| return true; |
| } |
| |
| bool ValidateGetPixelMapusv(const Context *, GLenum map, const GLushort *values) |
| { |
| return true; |
| } |
| |
| bool ValidateGetPolygonStipple(const Context *, const GLubyte *mask) |
| { |
| return true; |
| } |
| |
| bool ValidateGetTexGendv(const Context *, GLenum coord, GLenum pname, const GLdouble *params) |
| { |
| return true; |
| } |
| |
| bool ValidateGetTexGenfv(const Context *, GLenum coord, GLenum pname, const GLfloat *params) |
| { |
| return true; |
| } |
| |
| bool ValidateGetTexGeniv(const Context *, GLenum coord, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateGetTexImage(const Context *, |
| TextureTarget target, |
| GLint level, |
| GLenum format, |
| GLenum type, |
| const void *pixels) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexMask(const Context *, GLuint mask) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexd(const Context *, GLdouble c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexdv(const Context *, const GLdouble *c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexf(const Context *, GLfloat c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexfv(const Context *, const GLfloat *c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexi(const Context *, GLint c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexiv(const Context *, const GLint *c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexs(const Context *, GLshort c) |
| { |
| return true; |
| } |
| |
| bool ValidateIndexsv(const Context *, const GLshort *c) |
| { |
| return true; |
| } |
| |
| bool ValidateInitNames(const Context *) |
| { |
| return true; |
| } |
| |
| bool ValidateIsList(const Context *, GLuint list) |
| { |
| return true; |
| } |
| |
| bool ValidateLightModeli(const Context *, GLenum pname, GLint param) |
| { |
| return true; |
| } |
| |
| bool ValidateLightModeliv(const Context *, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateLighti(const Context *, GLenum light, GLenum pname, GLint param) |
| { |
| return true; |
| } |
| |
| bool ValidateLightiv(const Context *, GLenum light, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateLineStipple(const Context *, GLint factor, GLushort pattern) |
| { |
| return true; |
| } |
| |
| bool ValidateListBase(const Context *, GLuint base) |
| { |
| return true; |
| } |
| |
| bool ValidateLoadMatrixd(const Context *, const GLdouble *m) |
| { |
| return true; |
| } |
| |
| bool ValidateLoadName(const Context *, GLuint name) |
| { |
| return true; |
| } |
| |
| bool ValidateMap1d(const Context *, |
| GLenum target, |
| GLdouble u1, |
| GLdouble u2, |
| GLint stride, |
| GLint order, |
| const GLdouble *points) |
| { |
| return true; |
| } |
| |
| bool ValidateMap1f(const Context *, |
| GLenum target, |
| GLfloat u1, |
| GLfloat u2, |
| GLint stride, |
| GLint order, |
| const GLfloat *points) |
| { |
| return true; |
| } |
| |
| bool ValidateMap2d(const Context *, |
| GLenum target, |
| GLdouble u1, |
| GLdouble u2, |
| GLint ustride, |
| GLint uorder, |
| GLdouble v1, |
| GLdouble v2, |
| GLint vstride, |
| GLint vorder, |
| const GLdouble *points) |
| { |
| return true; |
| } |
| |
| bool ValidateMap2f(const Context *, |
| GLenum target, |
| GLfloat u1, |
| GLfloat u2, |
| GLint ustride, |
| GLint uorder, |
| GLfloat v1, |
| GLfloat v2, |
| GLint vstride, |
| GLint vorder, |
| const GLfloat *points) |
| { |
| return true; |
| } |
| |
| bool ValidateMapGrid1d(const Context *, GLint un, GLdouble u1, GLdouble u2) |
| { |
| return true; |
| } |
| |
| bool ValidateMapGrid1f(const Context *, GLint un, GLfloat u1, GLfloat u2) |
| { |
| return true; |
| } |
| |
| bool ValidateMapGrid2d(const Context *, |
| GLint un, |
| GLdouble u1, |
| GLdouble u2, |
| GLint vn, |
| GLdouble v1, |
| GLdouble v2) |
| { |
| return true; |
| } |
| |
| bool ValidateMapGrid2f(const Context *, |
| GLint un, |
| GLfloat u1, |
| GLfloat u2, |
| GLint vn, |
| GLfloat v1, |
| GLfloat v2) |
| { |
| return true; |
| } |
| |
| bool ValidateMateriali(const Context *, GLenum face, GLenum pname, GLint param) |
| { |
| return true; |
| } |
| |
| bool ValidateMaterialiv(const Context *, GLenum face, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateMultMatrixd(const Context *, const GLdouble *m) |
| { |
| return true; |
| } |
| |
| bool ValidateNewList(const Context *, GLuint list, GLenum mode) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3b(const Context *, GLbyte nx, GLbyte ny, GLbyte nz) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3bv(const Context *, const GLbyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3d(const Context *, GLdouble nx, GLdouble ny, GLdouble nz) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3i(const Context *, GLint nx, GLint ny, GLint nz) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3s(const Context *, GLshort nx, GLshort ny, GLshort nz) |
| { |
| return true; |
| } |
| |
| bool ValidateNormal3sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateOrtho(const Context *, |
| GLdouble left, |
| GLdouble right, |
| GLdouble bottom, |
| GLdouble top, |
| GLdouble zNear, |
| GLdouble zFar) |
| { |
| return true; |
| } |
| |
| bool ValidatePassThrough(const Context *, GLfloat token) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelMapfv(const Context *, GLenum map, GLsizei mapsize, const GLfloat *values) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelMapuiv(const Context *, GLenum map, GLsizei mapsize, const GLuint *values) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelMapusv(const Context *, GLenum map, GLsizei mapsize, const GLushort *values) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelStoref(const Context *, GLenum pname, GLfloat param) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelTransferf(const Context *, GLenum pname, GLfloat param) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelTransferi(const Context *, GLenum pname, GLint param) |
| { |
| return true; |
| } |
| |
| bool ValidatePixelZoom(const Context *, GLfloat xfactor, GLfloat yfactor) |
| { |
| return true; |
| } |
| |
| bool ValidatePolygonMode(const Context *, GLenum face, GLenum mode) |
| { |
| return true; |
| } |
| |
| bool ValidatePolygonStipple(const Context *, const GLubyte *mask) |
| { |
| return true; |
| } |
| |
| bool ValidatePopAttrib(const Context *) |
| { |
| return true; |
| } |
| |
| bool ValidatePopName(const Context *) |
| { |
| return true; |
| } |
| |
| bool ValidatePushAttrib(const Context *, GLbitfield mask) |
| { |
| return true; |
| } |
| |
| bool ValidatePushName(const Context *, GLuint name) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2d(const Context *, GLdouble x, GLdouble y) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2f(const Context *, GLfloat x, GLfloat y) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2i(const Context *, GLint x, GLint y) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2s(const Context *, GLshort x, GLshort y) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos2sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3d(const Context *, GLdouble x, GLdouble y, GLdouble z) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3f(const Context *, GLfloat x, GLfloat y, GLfloat z) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3i(const Context *, GLint x, GLint y, GLint z) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3s(const Context *, GLshort x, GLshort y, GLshort z) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos3sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4d(const Context *, GLdouble x, GLdouble y, GLdouble z, GLdouble w) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4f(const Context *, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4i(const Context *, GLint x, GLint y, GLint z, GLint w) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4s(const Context *, GLshort x, GLshort y, GLshort z, GLshort w) |
| { |
| return true; |
| } |
| |
| bool ValidateRasterPos4sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateRectd(const Context *, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) |
| { |
| return true; |
| } |
| |
| bool ValidateRectdv(const Context *, const GLdouble *v1, const GLdouble *v2) |
| { |
| return true; |
| } |
| |
| bool ValidateRectf(const Context *, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) |
| { |
| return true; |
| } |
| |
| bool ValidateRectfv(const Context *, const GLfloat *v1, const GLfloat *v2) |
| { |
| return true; |
| } |
| |
| bool ValidateRecti(const Context *, GLint x1, GLint y1, GLint x2, GLint y2) |
| { |
| return true; |
| } |
| |
| bool ValidateRectiv(const Context *, const GLint *v1, const GLint *v2) |
| { |
| return true; |
| } |
| |
| bool ValidateRects(const Context *, GLshort x1, GLshort y1, GLshort x2, GLshort y2) |
| { |
| return true; |
| } |
| |
| bool ValidateRectsv(const Context *, const GLshort *v1, const GLshort *v2) |
| { |
| return true; |
| } |
| |
| bool ValidateRenderMode(const Context *, GLenum mode) |
| { |
| return true; |
| } |
| |
| bool ValidateRotated(const Context *, GLdouble angle, GLdouble x, GLdouble y, GLdouble z) |
| { |
| return true; |
| } |
| |
| bool ValidateScaled(const Context *, GLdouble x, GLdouble y, GLdouble z) |
| { |
| return true; |
| } |
| |
| bool ValidateSelectBuffer(const Context *, GLsizei size, const GLuint *buffer) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1d(const Context *, GLdouble s) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1f(const Context *, GLfloat s) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1i(const Context *, GLint s) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1s(const Context *, GLshort s) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord1sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2d(const Context *, GLdouble s, GLdouble t) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2f(const Context *, GLfloat s, GLfloat t) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2i(const Context *, GLint s, GLint t) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2s(const Context *, GLshort s, GLshort t) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord2sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3d(const Context *, GLdouble s, GLdouble t, GLdouble r) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3f(const Context *, GLfloat s, GLfloat t, GLfloat r) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3i(const Context *, GLint s, GLint t, GLint r) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3s(const Context *, GLshort s, GLshort t, GLshort r) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord3sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4d(const Context *, GLdouble s, GLdouble t, GLdouble r, GLdouble q) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4f(const Context *, GLfloat s, GLfloat t, GLfloat r, GLfloat q) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4i(const Context *, GLint s, GLint t, GLint r, GLint q) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4s(const Context *, GLshort s, GLshort t, GLshort r, GLshort q) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoord4sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateTexGend(const Context *, GLenum coord, GLenum pname, GLdouble param) |
| { |
| return true; |
| } |
| |
| bool ValidateTexGendv(const Context *, GLenum coord, GLenum pname, const GLdouble *params) |
| { |
| return true; |
| } |
| |
| bool ValidateTexGenf(const Context *, GLenum coord, GLenum pname, GLfloat param) |
| { |
| return true; |
| } |
| bool ValidateTexGenfv(const Context *, GLenum coord, GLenum pname, const GLfloat *params) |
| { |
| return true; |
| } |
| |
| bool ValidateTexGeni(const Context *, GLenum coord, GLenum pname, GLint param) |
| { |
| return true; |
| } |
| |
| bool ValidateTexGeniv(const Context *, GLenum coord, GLenum pname, const GLint *params) |
| { |
| return true; |
| } |
| |
| bool ValidateTexImage1D(const Context *, |
| GLenum target, |
| GLint level, |
| GLint internalformat, |
| GLsizei width, |
| GLint border, |
| GLenum format, |
| GLenum type, |
| const void *pixels) |
| { |
| return true; |
| } |
| |
| bool ValidateTranslated(const Context *, GLdouble x, GLdouble y, GLdouble z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2d(const Context *, GLdouble x, GLdouble y) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2f(const Context *, GLfloat x, GLfloat y) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2i(const Context *, GLint x, GLint y) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2s(const Context *, GLshort x, GLshort y) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex2sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3d(const Context *, GLdouble x, GLdouble y, GLdouble z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3f(const Context *, GLfloat x, GLfloat y, GLfloat z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3i(const Context *, GLint x, GLint y, GLint z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3s(const Context *, GLshort x, GLshort y, GLshort z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex3sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4d(const Context *, GLdouble x, GLdouble y, GLdouble z, GLdouble w) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4dv(const Context *, const GLdouble *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4f(const Context *, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4fv(const Context *, const GLfloat *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4i(const Context *, GLint x, GLint y, GLint z, GLint w) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4iv(const Context *, const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4s(const Context *, GLshort x, GLshort y, GLshort z, GLshort w) |
| { |
| return true; |
| } |
| |
| bool ValidateVertex4sv(const Context *, const GLshort *v) |
| { |
| return true; |
| } |
| |
| } // namespace gl |