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(const Context * context,GLenum target,GLuint index,QueryID id)14 bool ValidateBeginQueryIndexed(const Context *context, GLenum target, GLuint index, QueryID id)
15 {
16 return true;
17 }
18
ValidateDrawTransformFeedback(const Context * context,GLenum mode,TransformFeedbackID id)19 bool ValidateDrawTransformFeedback(const Context *context, GLenum mode, TransformFeedbackID id)
20 {
21 return true;
22 }
23
ValidateDrawTransformFeedbackStream(const Context * context,GLenum mode,TransformFeedbackID id,GLuint stream)24 bool ValidateDrawTransformFeedbackStream(const Context *context,
25 GLenum mode,
26 TransformFeedbackID id,
27 GLuint stream)
28 {
29 return true;
30 }
31
ValidateEndQueryIndexed(const Context * context,GLenum target,GLuint index)32 bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index)
33 {
34 return true;
35 }
36
ValidateGetActiveSubroutineName(const Context * context,ShaderProgramID program,GLenum shadertype,GLuint index,GLsizei bufsize,const GLsizei * length,const GLchar * name)37 bool ValidateGetActiveSubroutineName(const Context *context,
38 ShaderProgramID program,
39 GLenum shadertype,
40 GLuint index,
41 GLsizei bufsize,
42 const GLsizei *length,
43 const GLchar *name)
44 {
45 return true;
46 }
47
ValidateGetActiveSubroutineUniformName(const Context * context,ShaderProgramID program,GLenum shadertype,GLuint index,GLsizei bufsize,const GLsizei * length,const GLchar * name)48 bool ValidateGetActiveSubroutineUniformName(const Context *context,
49 ShaderProgramID program,
50 GLenum shadertype,
51 GLuint index,
52 GLsizei bufsize,
53 const GLsizei *length,
54 const GLchar *name)
55 {
56 return true;
57 }
58
ValidateGetActiveSubroutineUniformiv(const Context * context,ShaderProgramID program,GLenum shadertype,GLuint index,GLenum pname,const GLint * values)59 bool ValidateGetActiveSubroutineUniformiv(const Context *context,
60 ShaderProgramID program,
61 GLenum shadertype,
62 GLuint index,
63 GLenum pname,
64 const GLint *values)
65 {
66 return true;
67 }
68
ValidateGetProgramStageiv(const Context * context,ShaderProgramID program,GLenum shadertype,GLenum pname,const GLint * values)69 bool ValidateGetProgramStageiv(const Context *context,
70 ShaderProgramID program,
71 GLenum shadertype,
72 GLenum pname,
73 const GLint *values)
74 {
75 return true;
76 }
77
ValidateGetQueryIndexediv(const Context * context,GLenum target,GLuint index,GLenum pname,const GLint * params)78 bool ValidateGetQueryIndexediv(const Context *context,
79 GLenum target,
80 GLuint index,
81 GLenum pname,
82 const GLint *params)
83 {
84 return true;
85 }
86
ValidateGetSubroutineIndex(const Context * context,ShaderProgramID program,GLenum shadertype,const GLchar * name)87 bool ValidateGetSubroutineIndex(const Context *context,
88 ShaderProgramID program,
89 GLenum shadertype,
90 const GLchar *name)
91 {
92 return true;
93 }
94
ValidateGetSubroutineUniformLocation(const Context * context,ShaderProgramID program,GLenum shadertype,const GLchar * name)95 bool ValidateGetSubroutineUniformLocation(const Context *context,
96 ShaderProgramID program,
97 GLenum shadertype,
98 const GLchar *name)
99 {
100 return true;
101 }
102
ValidateGetUniformSubroutineuiv(const Context * context,GLenum shadertype,GLint location,const GLuint * params)103 bool ValidateGetUniformSubroutineuiv(const Context *context,
104 GLenum shadertype,
105 GLint location,
106 const GLuint *params)
107 {
108 return true;
109 }
110
ValidateGetUniformdv(const Context * context,ShaderProgramID program,UniformLocation location,const GLdouble * params)111 bool ValidateGetUniformdv(const Context *context,
112 ShaderProgramID program,
113 UniformLocation location,
114 const GLdouble *params)
115 {
116 return true;
117 }
118
ValidatePatchParameterfv(const Context * context,GLenum pname,const GLfloat * values)119 bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values)
120 {
121 return true;
122 }
123
ValidateUniform1d(const Context * context,UniformLocation location,GLdouble x)124 bool ValidateUniform1d(const Context *context, UniformLocation location, GLdouble x)
125 {
126 return true;
127 }
128
ValidateUniform1dv(const Context * context,UniformLocation location,GLsizei count,const GLdouble * value)129 bool ValidateUniform1dv(const Context *context,
130 UniformLocation location,
131 GLsizei count,
132 const GLdouble *value)
133 {
134 return true;
135 }
136
ValidateUniform2d(const Context * context,UniformLocation location,GLdouble x,GLdouble y)137 bool ValidateUniform2d(const Context *context, UniformLocation location, GLdouble x, GLdouble y)
138 {
139 return true;
140 }
141
ValidateUniform2dv(const Context * context,UniformLocation location,GLsizei count,const GLdouble * value)142 bool ValidateUniform2dv(const Context *context,
143 UniformLocation location,
144 GLsizei count,
145 const GLdouble *value)
146 {
147 return true;
148 }
149
ValidateUniform3d(const Context * context,UniformLocation location,GLdouble x,GLdouble y,GLdouble z)150 bool ValidateUniform3d(const Context *context,
151 UniformLocation location,
152 GLdouble x,
153 GLdouble y,
154 GLdouble z)
155 {
156 return true;
157 }
158
ValidateUniform3dv(const Context * context,UniformLocation location,GLsizei count,const GLdouble * value)159 bool ValidateUniform3dv(const Context *context,
160 UniformLocation location,
161 GLsizei count,
162 const GLdouble *value)
163 {
164 return true;
165 }
166
ValidateUniform4d(const Context * context,UniformLocation location,GLdouble x,GLdouble y,GLdouble z,GLdouble w)167 bool ValidateUniform4d(const Context *context,
168 UniformLocation location,
169 GLdouble x,
170 GLdouble y,
171 GLdouble z,
172 GLdouble w)
173 {
174 return true;
175 }
176
ValidateUniform4dv(const Context * context,UniformLocation location,GLsizei count,const GLdouble * value)177 bool ValidateUniform4dv(const Context *context,
178 UniformLocation location,
179 GLsizei count,
180 const GLdouble *value)
181 {
182 return true;
183 }
184
ValidateUniformMatrix2dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)185 bool ValidateUniformMatrix2dv(const Context *context,
186 UniformLocation location,
187 GLsizei count,
188 GLboolean transpose,
189 const GLdouble *value)
190 {
191 return true;
192 }
193
ValidateUniformMatrix2x3dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)194 bool ValidateUniformMatrix2x3dv(const Context *context,
195 UniformLocation location,
196 GLsizei count,
197 GLboolean transpose,
198 const GLdouble *value)
199 {
200 return true;
201 }
202
ValidateUniformMatrix2x4dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)203 bool ValidateUniformMatrix2x4dv(const Context *context,
204 UniformLocation location,
205 GLsizei count,
206 GLboolean transpose,
207 const GLdouble *value)
208 {
209 return true;
210 }
211
ValidateUniformMatrix3dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)212 bool ValidateUniformMatrix3dv(const Context *context,
213 UniformLocation location,
214 GLsizei count,
215 GLboolean transpose,
216 const GLdouble *value)
217 {
218 return true;
219 }
220
ValidateUniformMatrix3x2dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)221 bool ValidateUniformMatrix3x2dv(const Context *context,
222 UniformLocation location,
223 GLsizei count,
224 GLboolean transpose,
225 const GLdouble *value)
226 {
227 return true;
228 }
229
ValidateUniformMatrix3x4dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)230 bool ValidateUniformMatrix3x4dv(const Context *context,
231 UniformLocation location,
232 GLsizei count,
233 GLboolean transpose,
234 const GLdouble *value)
235 {
236 return true;
237 }
238
ValidateUniformMatrix4dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)239 bool ValidateUniformMatrix4dv(const Context *context,
240 UniformLocation location,
241 GLsizei count,
242 GLboolean transpose,
243 const GLdouble *value)
244 {
245 return true;
246 }
247
ValidateUniformMatrix4x2dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)248 bool ValidateUniformMatrix4x2dv(const Context *context,
249 UniformLocation location,
250 GLsizei count,
251 GLboolean transpose,
252 const GLdouble *value)
253 {
254 return true;
255 }
256
ValidateUniformMatrix4x3dv(const Context * context,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)257 bool ValidateUniformMatrix4x3dv(const Context *context,
258 UniformLocation location,
259 GLsizei count,
260 GLboolean transpose,
261 const GLdouble *value)
262 {
263 return true;
264 }
265
ValidateUniformSubroutinesuiv(const Context * context,GLenum shadertype,GLsizei count,const GLuint * indices)266 bool ValidateUniformSubroutinesuiv(const Context *context,
267 GLenum shadertype,
268 GLsizei count,
269 const GLuint *indices)
270 {
271 return true;
272 }
273
274 } // namespace gl
275