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1 //
2 // Copyright 2019 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 
7 // validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters
8 
9 #include "libANGLE/validationGL4_autogen.h"
10 
11 namespace gl
12 {
13 
ValidateBeginQueryIndexed(Context * context,GLenum target,GLuint index,GLuint id)14 bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, GLuint id)
15 {
16     return true;
17 }
18 
ValidateBlendEquationSeparatei(Context * context,GLuint buf,GLenum modeRGB,GLenum modeAlpha)19 bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
20 {
21     return true;
22 }
23 
ValidateBlendEquationi(Context * context,GLuint buf,GLenum mode)24 bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode)
25 {
26     return true;
27 }
28 
ValidateBlendFuncSeparatei(Context * context,GLuint buf,GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)29 bool ValidateBlendFuncSeparatei(Context *context,
30                                 GLuint buf,
31                                 GLenum srcRGB,
32                                 GLenum dstRGB,
33                                 GLenum srcAlpha,
34                                 GLenum dstAlpha)
35 {
36     return true;
37 }
38 
ValidateBlendFunci(Context * context,GLuint buf,GLenum src,GLenum dst)39 bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst)
40 {
41     return true;
42 }
43 
ValidateDrawTransformFeedback(Context * context,GLenum mode,GLuint id)44 bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id)
45 {
46     return true;
47 }
48 
ValidateDrawTransformFeedbackStream(Context * context,GLenum mode,GLuint id,GLuint stream)49 bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream)
50 {
51     return true;
52 }
53 
ValidateEndQueryIndexed(Context * context,GLenum target,GLuint index)54 bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index)
55 {
56     return true;
57 }
58 
ValidateGetActiveSubroutineName(Context * context,GLuint program,GLenum shadertype,GLuint index,GLsizei bufsize,GLsizei * length,GLchar * name)59 bool ValidateGetActiveSubroutineName(Context *context,
60                                      GLuint program,
61                                      GLenum shadertype,
62                                      GLuint index,
63                                      GLsizei bufsize,
64                                      GLsizei *length,
65                                      GLchar *name)
66 {
67     return true;
68 }
69 
ValidateGetActiveSubroutineUniformName(Context * context,GLuint program,GLenum shadertype,GLuint index,GLsizei bufsize,GLsizei * length,GLchar * name)70 bool ValidateGetActiveSubroutineUniformName(Context *context,
71                                             GLuint program,
72                                             GLenum shadertype,
73                                             GLuint index,
74                                             GLsizei bufsize,
75                                             GLsizei *length,
76                                             GLchar *name)
77 {
78     return true;
79 }
80 
ValidateGetActiveSubroutineUniformiv(Context * context,GLuint program,GLenum shadertype,GLuint index,GLenum pname,GLint * values)81 bool ValidateGetActiveSubroutineUniformiv(Context *context,
82                                           GLuint program,
83                                           GLenum shadertype,
84                                           GLuint index,
85                                           GLenum pname,
86                                           GLint *values)
87 {
88     return true;
89 }
90 
ValidateGetProgramStageiv(Context * context,GLuint program,GLenum shadertype,GLenum pname,GLint * values)91 bool ValidateGetProgramStageiv(Context *context,
92                                GLuint program,
93                                GLenum shadertype,
94                                GLenum pname,
95                                GLint *values)
96 {
97     return true;
98 }
99 
ValidateGetQueryIndexediv(Context * context,GLenum target,GLuint index,GLenum pname,GLint * params)100 bool ValidateGetQueryIndexediv(Context *context,
101                                GLenum target,
102                                GLuint index,
103                                GLenum pname,
104                                GLint *params)
105 {
106     return true;
107 }
108 
ValidateGetSubroutineIndex(Context * context,GLuint program,GLenum shadertype,const GLchar * name)109 bool ValidateGetSubroutineIndex(Context *context,
110                                 GLuint program,
111                                 GLenum shadertype,
112                                 const GLchar *name)
113 {
114     return true;
115 }
116 
ValidateGetSubroutineUniformLocation(Context * context,GLuint program,GLenum shadertype,const GLchar * name)117 bool ValidateGetSubroutineUniformLocation(Context *context,
118                                           GLuint program,
119                                           GLenum shadertype,
120                                           const GLchar *name)
121 {
122     return true;
123 }
124 
ValidateGetUniformSubroutineuiv(Context * context,GLenum shadertype,GLint location,GLuint * params)125 bool ValidateGetUniformSubroutineuiv(Context *context,
126                                      GLenum shadertype,
127                                      GLint location,
128                                      GLuint *params)
129 {
130     return true;
131 }
132 
ValidateGetUniformdv(Context * context,GLuint program,GLint location,GLdouble * params)133 bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params)
134 {
135     return true;
136 }
137 
ValidateMinSampleShading(Context * context,GLfloat value)138 bool ValidateMinSampleShading(Context *context, GLfloat value)
139 {
140     return true;
141 }
142 
ValidatePatchParameterfv(Context * context,GLenum pname,const GLfloat * values)143 bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values)
144 {
145     return true;
146 }
147 
ValidatePatchParameteri(Context * context,GLenum pname,GLint value)148 bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value)
149 {
150     return true;
151 }
152 
ValidateUniform1d(Context * context,GLint location,GLdouble x)153 bool ValidateUniform1d(Context *context, GLint location, GLdouble x)
154 {
155     return true;
156 }
157 
ValidateUniform1dv(Context * context,GLint location,GLsizei count,const GLdouble * value)158 bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
159 {
160     return true;
161 }
162 
ValidateUniform2d(Context * context,GLint location,GLdouble x,GLdouble y)163 bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y)
164 {
165     return true;
166 }
167 
ValidateUniform2dv(Context * context,GLint location,GLsizei count,const GLdouble * value)168 bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
169 {
170     return true;
171 }
172 
ValidateUniform3d(Context * context,GLint location,GLdouble x,GLdouble y,GLdouble z)173 bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z)
174 {
175     return true;
176 }
177 
ValidateUniform3dv(Context * context,GLint location,GLsizei count,const GLdouble * value)178 bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
179 {
180     return true;
181 }
182 
ValidateUniform4d(Context * context,GLint location,GLdouble x,GLdouble y,GLdouble z,GLdouble w)183 bool ValidateUniform4d(Context *context,
184                        GLint location,
185                        GLdouble x,
186                        GLdouble y,
187                        GLdouble z,
188                        GLdouble w)
189 {
190     return true;
191 }
192 
ValidateUniform4dv(Context * context,GLint location,GLsizei count,const GLdouble * value)193 bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
194 {
195     return true;
196 }
197 
ValidateUniformMatrix2dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)198 bool ValidateUniformMatrix2dv(Context *context,
199                               GLint location,
200                               GLsizei count,
201                               GLboolean transpose,
202                               const GLdouble *value)
203 {
204     return true;
205 }
206 
ValidateUniformMatrix2x3dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)207 bool ValidateUniformMatrix2x3dv(Context *context,
208                                 GLint location,
209                                 GLsizei count,
210                                 GLboolean transpose,
211                                 const GLdouble *value)
212 {
213     return true;
214 }
215 
ValidateUniformMatrix2x4dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)216 bool ValidateUniformMatrix2x4dv(Context *context,
217                                 GLint location,
218                                 GLsizei count,
219                                 GLboolean transpose,
220                                 const GLdouble *value)
221 {
222     return true;
223 }
224 
ValidateUniformMatrix3dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)225 bool ValidateUniformMatrix3dv(Context *context,
226                               GLint location,
227                               GLsizei count,
228                               GLboolean transpose,
229                               const GLdouble *value)
230 {
231     return true;
232 }
233 
ValidateUniformMatrix3x2dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)234 bool ValidateUniformMatrix3x2dv(Context *context,
235                                 GLint location,
236                                 GLsizei count,
237                                 GLboolean transpose,
238                                 const GLdouble *value)
239 {
240     return true;
241 }
242 
ValidateUniformMatrix3x4dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)243 bool ValidateUniformMatrix3x4dv(Context *context,
244                                 GLint location,
245                                 GLsizei count,
246                                 GLboolean transpose,
247                                 const GLdouble *value)
248 {
249     return true;
250 }
251 
ValidateUniformMatrix4dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)252 bool ValidateUniformMatrix4dv(Context *context,
253                               GLint location,
254                               GLsizei count,
255                               GLboolean transpose,
256                               const GLdouble *value)
257 {
258     return true;
259 }
260 
ValidateUniformMatrix4x2dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)261 bool ValidateUniformMatrix4x2dv(Context *context,
262                                 GLint location,
263                                 GLsizei count,
264                                 GLboolean transpose,
265                                 const GLdouble *value)
266 {
267     return true;
268 }
269 
ValidateUniformMatrix4x3dv(Context * context,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)270 bool ValidateUniformMatrix4x3dv(Context *context,
271                                 GLint location,
272                                 GLsizei count,
273                                 GLboolean transpose,
274                                 const GLdouble *value)
275 {
276     return true;
277 }
278 
ValidateUniformSubroutinesuiv(Context * context,GLenum shadertype,GLsizei count,const GLuint * indices)279 bool ValidateUniformSubroutinesuiv(Context *context,
280                                    GLenum shadertype,
281                                    GLsizei count,
282                                    const GLuint *indices)
283 {
284     return true;
285 }
286 
287 }  // namespace gl
288