• 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 // 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