blob: a1ce0960c8a6132930453e235ca84017c0ebb956 [file] [log] [blame]
//
// 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(Context *context, GLenum target, GLuint index, QueryID id)
{
return true;
}
bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
{
return true;
}
bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode)
{
return true;
}
bool ValidateBlendFuncSeparatei(Context *context,
GLuint buf,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha)
{
return true;
}
bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst)
{
return true;
}
bool ValidateDrawTransformFeedback(Context *context, GLenum mode, TransformFeedbackID id)
{
return true;
}
bool ValidateDrawTransformFeedbackStream(Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream)
{
return true;
}
bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index)
{
return true;
}
bool ValidateGetActiveSubroutineName(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformName(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformiv(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLenum pname,
GLint *values)
{
return true;
}
bool ValidateGetProgramStageiv(Context *context,
ShaderProgramID program,
GLenum shadertype,
GLenum pname,
GLint *values)
{
return true;
}
bool ValidateGetQueryIndexediv(Context *context,
GLenum target,
GLuint index,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetSubroutineIndex(Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetSubroutineUniformLocation(Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetUniformSubroutineuiv(Context *context,
GLenum shadertype,
GLint location,
GLuint *params)
{
return true;
}
bool ValidateGetUniformdv(Context *context,
ShaderProgramID program,
GLint location,
GLdouble *params)
{
return true;
}
bool ValidateMinSampleShading(Context *context, GLfloat value)
{
return true;
}
bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values)
{
return true;
}
bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value)
{
return true;
}
bool ValidateUniform1d(Context *context, GLint location, GLdouble x)
{
return true;
}
bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z)
{
return true;
}
bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniform4d(Context *context,
GLint location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x2dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x3dv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformSubroutinesuiv(Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{
return true;
}
} // namespace gl