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