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