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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.
//
// validationGL2.cpp: Validation functions for OpenGL 2.0 entry point parameters
#include "libANGLE/validationGL2_autogen.h"
namespace gl
{
bool ValidateGetVertexAttribdv(Context *context, GLuint index, GLenum pname, GLdouble *params)
{
return true;
}
bool ValidateVertexAttrib1d(Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttrib1dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib1s(Context *context, GLuint index, GLshort x)
{
return true;
}
bool ValidateVertexAttrib1sv(Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib2d(Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttrib2dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib2s(Context *context, GLuint index, GLshort x, GLshort y)
{
return true;
}
bool ValidateVertexAttrib2sv(Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateVertexAttrib3dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib3s(Context *context, GLuint index, GLshort x, GLshort y, GLshort z)
{
return true;
}
bool ValidateVertexAttrib3sv(Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4Nbv(Context *context, GLuint index, const GLbyte *v)
{
return true;
}
bool ValidateVertexAttrib4Niv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttrib4Nsv(Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4Nub(Context *context,
GLuint index,
GLubyte x,
GLubyte y,
GLubyte z,
GLubyte w)
{
return true;
}
bool ValidateVertexAttrib4Nubv(Context *context, GLuint index, const GLubyte *v)
{
return true;
}
bool ValidateVertexAttrib4Nuiv(Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttrib4Nusv(Context *context, GLuint index, const GLushort *v)
{
return true;
}
bool ValidateVertexAttrib4bv(Context *context, GLuint index, const GLbyte *v)
{
return true;
}
bool ValidateVertexAttrib4d(Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttrib4dv(Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttrib4iv(Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttrib4s(Context *context,
GLuint index,
GLshort x,
GLshort y,
GLshort z,
GLshort w)
{
return true;
}
bool ValidateVertexAttrib4sv(Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttrib4ubv(Context *context, GLuint index, const GLubyte *v)
{
return true;
}
bool ValidateVertexAttrib4uiv(Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttrib4usv(Context *context, GLuint index, const GLushort *v)
{
return true;
}
} // namespace gl