| // |
| // 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 |