| // |
| // 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 |