• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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 // validationGL2.cpp: Validation functions for OpenGL 2.0 entry point parameters
8 
9 #include "libANGLE/validationGL2_autogen.h"
10 
11 namespace gl
12 {
13 
ValidateGetVertexAttribdv(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum pname,const GLdouble * params)14 bool ValidateGetVertexAttribdv(const Context *context,
15                                angle::EntryPoint entryPoint,
16                                GLuint index,
17                                GLenum pname,
18                                const GLdouble *params)
19 {
20     return true;
21 }
22 
ValidateVertexAttrib1d(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLdouble x)23 bool ValidateVertexAttrib1d(const Context *context,
24                             angle::EntryPoint entryPoint,
25                             GLuint index,
26                             GLdouble x)
27 {
28     return true;
29 }
30 
ValidateVertexAttrib1dv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)31 bool ValidateVertexAttrib1dv(const Context *context,
32                              angle::EntryPoint entryPoint,
33                              GLuint index,
34                              const GLdouble *v)
35 {
36     return true;
37 }
38 
ValidateVertexAttrib1s(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLshort x)39 bool ValidateVertexAttrib1s(const Context *context,
40                             angle::EntryPoint entryPoint,
41                             GLuint index,
42                             GLshort x)
43 {
44     return true;
45 }
46 
ValidateVertexAttrib1sv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)47 bool ValidateVertexAttrib1sv(const Context *context,
48                              angle::EntryPoint entryPoint,
49                              GLuint index,
50                              const GLshort *v)
51 {
52     return true;
53 }
54 
ValidateVertexAttrib2d(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLdouble x,GLdouble y)55 bool ValidateVertexAttrib2d(const Context *context,
56                             angle::EntryPoint entryPoint,
57                             GLuint index,
58                             GLdouble x,
59                             GLdouble y)
60 {
61     return true;
62 }
63 
ValidateVertexAttrib2dv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)64 bool ValidateVertexAttrib2dv(const Context *context,
65                              angle::EntryPoint entryPoint,
66                              GLuint index,
67                              const GLdouble *v)
68 {
69     return true;
70 }
71 
ValidateVertexAttrib2s(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLshort x,GLshort y)72 bool ValidateVertexAttrib2s(const Context *context,
73                             angle::EntryPoint entryPoint,
74                             GLuint index,
75                             GLshort x,
76                             GLshort y)
77 {
78     return true;
79 }
80 
ValidateVertexAttrib2sv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)81 bool ValidateVertexAttrib2sv(const Context *context,
82                              angle::EntryPoint entryPoint,
83                              GLuint index,
84                              const GLshort *v)
85 {
86     return true;
87 }
88 
ValidateVertexAttrib3d(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLdouble x,GLdouble y,GLdouble z)89 bool ValidateVertexAttrib3d(const Context *context,
90                             angle::EntryPoint entryPoint,
91                             GLuint index,
92                             GLdouble x,
93                             GLdouble y,
94                             GLdouble z)
95 {
96     return true;
97 }
98 
ValidateVertexAttrib3dv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)99 bool ValidateVertexAttrib3dv(const Context *context,
100                              angle::EntryPoint entryPoint,
101                              GLuint index,
102                              const GLdouble *v)
103 {
104     return true;
105 }
106 
ValidateVertexAttrib3s(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLshort x,GLshort y,GLshort z)107 bool ValidateVertexAttrib3s(const Context *context,
108                             angle::EntryPoint entryPoint,
109                             GLuint index,
110                             GLshort x,
111                             GLshort y,
112                             GLshort z)
113 {
114     return true;
115 }
116 
ValidateVertexAttrib3sv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)117 bool ValidateVertexAttrib3sv(const Context *context,
118                              angle::EntryPoint entryPoint,
119                              GLuint index,
120                              const GLshort *v)
121 {
122     return true;
123 }
124 
ValidateVertexAttrib4Nbv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLbyte * v)125 bool ValidateVertexAttrib4Nbv(const Context *context,
126                               angle::EntryPoint entryPoint,
127                               GLuint index,
128                               const GLbyte *v)
129 {
130     return true;
131 }
132 
ValidateVertexAttrib4Niv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLint * v)133 bool ValidateVertexAttrib4Niv(const Context *context,
134                               angle::EntryPoint entryPoint,
135                               GLuint index,
136                               const GLint *v)
137 {
138     return true;
139 }
140 
ValidateVertexAttrib4Nsv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)141 bool ValidateVertexAttrib4Nsv(const Context *context,
142                               angle::EntryPoint entryPoint,
143                               GLuint index,
144                               const GLshort *v)
145 {
146     return true;
147 }
148 
ValidateVertexAttrib4Nub(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLubyte x,GLubyte y,GLubyte z,GLubyte w)149 bool ValidateVertexAttrib4Nub(const Context *context,
150                               angle::EntryPoint entryPoint,
151                               GLuint index,
152                               GLubyte x,
153                               GLubyte y,
154                               GLubyte z,
155                               GLubyte w)
156 {
157     return true;
158 }
159 
ValidateVertexAttrib4Nubv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLubyte * v)160 bool ValidateVertexAttrib4Nubv(const Context *context,
161                                angle::EntryPoint entryPoint,
162                                GLuint index,
163                                const GLubyte *v)
164 {
165     return true;
166 }
167 
ValidateVertexAttrib4Nuiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)168 bool ValidateVertexAttrib4Nuiv(const Context *context,
169                                angle::EntryPoint entryPoint,
170                                GLuint index,
171                                const GLuint *v)
172 {
173     return true;
174 }
175 
ValidateVertexAttrib4Nusv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLushort * v)176 bool ValidateVertexAttrib4Nusv(const Context *context,
177                                angle::EntryPoint entryPoint,
178                                GLuint index,
179                                const GLushort *v)
180 {
181     return true;
182 }
183 
ValidateVertexAttrib4bv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLbyte * v)184 bool ValidateVertexAttrib4bv(const Context *context,
185                              angle::EntryPoint entryPoint,
186                              GLuint index,
187                              const GLbyte *v)
188 {
189     return true;
190 }
191 
ValidateVertexAttrib4d(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLdouble x,GLdouble y,GLdouble z,GLdouble w)192 bool ValidateVertexAttrib4d(const Context *context,
193                             angle::EntryPoint entryPoint,
194                             GLuint index,
195                             GLdouble x,
196                             GLdouble y,
197                             GLdouble z,
198                             GLdouble w)
199 {
200     return true;
201 }
202 
ValidateVertexAttrib4dv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)203 bool ValidateVertexAttrib4dv(const Context *context,
204                              angle::EntryPoint entryPoint,
205                              GLuint index,
206                              const GLdouble *v)
207 {
208     return true;
209 }
210 
ValidateVertexAttrib4iv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLint * v)211 bool ValidateVertexAttrib4iv(const Context *context,
212                              angle::EntryPoint entryPoint,
213                              GLuint index,
214                              const GLint *v)
215 {
216     return true;
217 }
218 
ValidateVertexAttrib4s(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLshort x,GLshort y,GLshort z,GLshort w)219 bool ValidateVertexAttrib4s(const Context *context,
220                             angle::EntryPoint entryPoint,
221                             GLuint index,
222                             GLshort x,
223                             GLshort y,
224                             GLshort z,
225                             GLshort w)
226 {
227     return true;
228 }
229 
ValidateVertexAttrib4sv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)230 bool ValidateVertexAttrib4sv(const Context *context,
231                              angle::EntryPoint entryPoint,
232                              GLuint index,
233                              const GLshort *v)
234 {
235     return true;
236 }
237 
ValidateVertexAttrib4ubv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLubyte * v)238 bool ValidateVertexAttrib4ubv(const Context *context,
239                               angle::EntryPoint entryPoint,
240                               GLuint index,
241                               const GLubyte *v)
242 {
243     return true;
244 }
245 
ValidateVertexAttrib4uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)246 bool ValidateVertexAttrib4uiv(const Context *context,
247                               angle::EntryPoint entryPoint,
248                               GLuint index,
249                               const GLuint *v)
250 {
251     return true;
252 }
253 
ValidateVertexAttrib4usv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLushort * v)254 bool ValidateVertexAttrib4usv(const Context *context,
255                               angle::EntryPoint entryPoint,
256                               GLuint index,
257                               const GLushort *v)
258 {
259     return true;
260 }
261 
262 }  // namespace gl
263