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 // validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
8
9 #include "libANGLE/validationGL41_autogen.h"
10
11 namespace gl
12 {
13
ValidateDepthRangeArrayv(Context * context,GLuint first,GLsizei count,const GLdouble * v)14 bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v)
15 {
16 return true;
17 }
18
ValidateDepthRangeIndexed(Context * context,GLuint index,GLdouble n,GLdouble f)19 bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f)
20 {
21 return true;
22 }
23
ValidateGetDoublei_v(Context * context,GLenum target,GLuint index,GLdouble * data)24 bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data)
25 {
26 return true;
27 }
28
ValidateGetFloati_v(Context * context,GLenum target,GLuint index,GLfloat * data)29 bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data)
30 {
31 return true;
32 }
33
ValidateGetVertexAttribLdv(Context * context,GLuint index,GLenum pname,GLdouble * params)34 bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params)
35 {
36 return true;
37 }
38
ValidateProgramUniform1d(Context * context,GLuint program,GLint location,GLdouble v0)39 bool ValidateProgramUniform1d(Context *context, GLuint program, GLint location, GLdouble v0)
40 {
41 return true;
42 }
43
ValidateProgramUniform1dv(Context * context,GLuint program,GLint location,GLsizei count,const GLdouble * value)44 bool ValidateProgramUniform1dv(Context *context,
45 GLuint program,
46 GLint location,
47 GLsizei count,
48 const GLdouble *value)
49 {
50 return true;
51 }
52
ValidateProgramUniform2d(Context * context,GLuint program,GLint location,GLdouble v0,GLdouble v1)53 bool ValidateProgramUniform2d(Context *context,
54 GLuint program,
55 GLint location,
56 GLdouble v0,
57 GLdouble v1)
58 {
59 return true;
60 }
61
ValidateProgramUniform2dv(Context * context,GLuint program,GLint location,GLsizei count,const GLdouble * value)62 bool ValidateProgramUniform2dv(Context *context,
63 GLuint program,
64 GLint location,
65 GLsizei count,
66 const GLdouble *value)
67 {
68 return true;
69 }
70
ValidateProgramUniform3d(Context * context,GLuint program,GLint location,GLdouble v0,GLdouble v1,GLdouble v2)71 bool ValidateProgramUniform3d(Context *context,
72 GLuint program,
73 GLint location,
74 GLdouble v0,
75 GLdouble v1,
76 GLdouble v2)
77 {
78 return true;
79 }
80
ValidateProgramUniform3dv(Context * context,GLuint program,GLint location,GLsizei count,const GLdouble * value)81 bool ValidateProgramUniform3dv(Context *context,
82 GLuint program,
83 GLint location,
84 GLsizei count,
85 const GLdouble *value)
86 {
87 return true;
88 }
89
ValidateProgramUniform4d(Context * context,GLuint program,GLint location,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3)90 bool ValidateProgramUniform4d(Context *context,
91 GLuint program,
92 GLint location,
93 GLdouble v0,
94 GLdouble v1,
95 GLdouble v2,
96 GLdouble v3)
97 {
98 return true;
99 }
100
ValidateProgramUniform4dv(Context * context,GLuint program,GLint location,GLsizei count,const GLdouble * value)101 bool ValidateProgramUniform4dv(Context *context,
102 GLuint program,
103 GLint location,
104 GLsizei count,
105 const GLdouble *value)
106 {
107 return true;
108 }
109
ValidateProgramUniformMatrix2dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)110 bool ValidateProgramUniformMatrix2dv(Context *context,
111 GLuint program,
112 GLint location,
113 GLsizei count,
114 GLboolean transpose,
115 const GLdouble *value)
116 {
117 return true;
118 }
119
ValidateProgramUniformMatrix2x3dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)120 bool ValidateProgramUniformMatrix2x3dv(Context *context,
121 GLuint program,
122 GLint location,
123 GLsizei count,
124 GLboolean transpose,
125 const GLdouble *value)
126 {
127 return true;
128 }
129
ValidateProgramUniformMatrix2x4dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)130 bool ValidateProgramUniformMatrix2x4dv(Context *context,
131 GLuint program,
132 GLint location,
133 GLsizei count,
134 GLboolean transpose,
135 const GLdouble *value)
136 {
137 return true;
138 }
139
ValidateProgramUniformMatrix3dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)140 bool ValidateProgramUniformMatrix3dv(Context *context,
141 GLuint program,
142 GLint location,
143 GLsizei count,
144 GLboolean transpose,
145 const GLdouble *value)
146 {
147 return true;
148 }
149
ValidateProgramUniformMatrix3x2dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)150 bool ValidateProgramUniformMatrix3x2dv(Context *context,
151 GLuint program,
152 GLint location,
153 GLsizei count,
154 GLboolean transpose,
155 const GLdouble *value)
156 {
157 return true;
158 }
159
ValidateProgramUniformMatrix3x4dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)160 bool ValidateProgramUniformMatrix3x4dv(Context *context,
161 GLuint program,
162 GLint location,
163 GLsizei count,
164 GLboolean transpose,
165 const GLdouble *value)
166 {
167 return true;
168 }
169
ValidateProgramUniformMatrix4dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)170 bool ValidateProgramUniformMatrix4dv(Context *context,
171 GLuint program,
172 GLint location,
173 GLsizei count,
174 GLboolean transpose,
175 const GLdouble *value)
176 {
177 return true;
178 }
179
ValidateProgramUniformMatrix4x2dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)180 bool ValidateProgramUniformMatrix4x2dv(Context *context,
181 GLuint program,
182 GLint location,
183 GLsizei count,
184 GLboolean transpose,
185 const GLdouble *value)
186 {
187 return true;
188 }
189
ValidateProgramUniformMatrix4x3dv(Context * context,GLuint program,GLint location,GLsizei count,GLboolean transpose,const GLdouble * value)190 bool ValidateProgramUniformMatrix4x3dv(Context *context,
191 GLuint program,
192 GLint location,
193 GLsizei count,
194 GLboolean transpose,
195 const GLdouble *value)
196 {
197 return true;
198 }
199
ValidateScissorArrayv(Context * context,GLuint first,GLsizei count,const GLint * v)200 bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v)
201 {
202 return true;
203 }
204
ValidateScissorIndexed(Context * context,GLuint index,GLint left,GLint bottom,GLsizei width,GLsizei height)205 bool ValidateScissorIndexed(Context *context,
206 GLuint index,
207 GLint left,
208 GLint bottom,
209 GLsizei width,
210 GLsizei height)
211 {
212 return true;
213 }
214
ValidateScissorIndexedv(Context * context,GLuint index,const GLint * v)215 bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v)
216 {
217 return true;
218 }
219
ValidateVertexAttribL1d(Context * context,GLuint index,GLdouble x)220 bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x)
221 {
222 return true;
223 }
224
ValidateVertexAttribL1dv(Context * context,GLuint index,const GLdouble * v)225 bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v)
226 {
227 return true;
228 }
229
ValidateVertexAttribL2d(Context * context,GLuint index,GLdouble x,GLdouble y)230 bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y)
231 {
232 return true;
233 }
234
ValidateVertexAttribL2dv(Context * context,GLuint index,const GLdouble * v)235 bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v)
236 {
237 return true;
238 }
239
ValidateVertexAttribL3d(Context * context,GLuint index,GLdouble x,GLdouble y,GLdouble z)240 bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z)
241 {
242 return true;
243 }
244
ValidateVertexAttribL3dv(Context * context,GLuint index,const GLdouble * v)245 bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v)
246 {
247 return true;
248 }
249
ValidateVertexAttribL4d(Context * context,GLuint index,GLdouble x,GLdouble y,GLdouble z,GLdouble w)250 bool ValidateVertexAttribL4d(Context *context,
251 GLuint index,
252 GLdouble x,
253 GLdouble y,
254 GLdouble z,
255 GLdouble w)
256 {
257 return true;
258 }
259
ValidateVertexAttribL4dv(Context * context,GLuint index,const GLdouble * v)260 bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v)
261 {
262 return true;
263 }
264
ValidateVertexAttribLPointer(Context * context,GLuint index,GLint size,GLenum type,GLsizei stride,const void * pointer)265 bool ValidateVertexAttribLPointer(Context *context,
266 GLuint index,
267 GLint size,
268 GLenum type,
269 GLsizei stride,
270 const void *pointer)
271 {
272 return true;
273 }
274
ValidateViewportArrayv(Context * context,GLuint first,GLsizei count,const GLfloat * v)275 bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v)
276 {
277 return true;
278 }
279
ValidateViewportIndexedf(Context * context,GLuint index,GLfloat x,GLfloat y,GLfloat w,GLfloat h)280 bool ValidateViewportIndexedf(Context *context,
281 GLuint index,
282 GLfloat x,
283 GLfloat y,
284 GLfloat w,
285 GLfloat h)
286 {
287 return true;
288 }
289
ValidateViewportIndexedfv(Context * context,GLuint index,const GLfloat * v)290 bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v)
291 {
292 return true;
293 }
294
295 } // namespace gl
296