// // Copyright 2019 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters #include "libANGLE/validationGL4_autogen.h" namespace gl { bool ValidateBeginQueryIndexed(const Context *context, GLenum target, GLuint index, QueryID id) { return true; } bool ValidateDrawTransformFeedback(const Context *context, GLenum mode, TransformFeedbackID id) { return true; } bool ValidateDrawTransformFeedbackStream(const Context *context, GLenum mode, TransformFeedbackID id, GLuint stream) { return true; } bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index) { return true; } bool ValidateGetActiveSubroutineName(const Context *context, ShaderProgramID program, GLenum shadertype, GLuint index, GLsizei bufsize, const GLsizei *length, const GLchar *name) { return true; } bool ValidateGetActiveSubroutineUniformName(const Context *context, ShaderProgramID program, GLenum shadertype, GLuint index, GLsizei bufsize, const GLsizei *length, const GLchar *name) { return true; } bool ValidateGetActiveSubroutineUniformiv(const Context *context, ShaderProgramID program, GLenum shadertype, GLuint index, GLenum pname, const GLint *values) { return true; } bool ValidateGetProgramStageiv(const Context *context, ShaderProgramID program, GLenum shadertype, GLenum pname, const GLint *values) { return true; } bool ValidateGetQueryIndexediv(const Context *context, GLenum target, GLuint index, GLenum pname, const GLint *params) { return true; } bool ValidateGetSubroutineIndex(const Context *context, ShaderProgramID program, GLenum shadertype, const GLchar *name) { return true; } bool ValidateGetSubroutineUniformLocation(const Context *context, ShaderProgramID program, GLenum shadertype, const GLchar *name) { return true; } bool ValidateGetUniformSubroutineuiv(const Context *context, GLenum shadertype, GLint location, const GLuint *params) { return true; } bool ValidateGetUniformdv(const Context *context, ShaderProgramID program, UniformLocation location, const GLdouble *params) { return true; } bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values) { return true; } bool ValidateUniform1d(const Context *context, UniformLocation location, GLdouble x) { return true; } bool ValidateUniform1dv(const Context *context, UniformLocation location, GLsizei count, const GLdouble *value) { return true; } bool ValidateUniform2d(const Context *context, UniformLocation location, GLdouble x, GLdouble y) { return true; } bool ValidateUniform2dv(const Context *context, UniformLocation location, GLsizei count, const GLdouble *value) { return true; } bool ValidateUniform3d(const Context *context, UniformLocation location, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateUniform3dv(const Context *context, UniformLocation location, GLsizei count, const GLdouble *value) { return true; } bool ValidateUniform4d(const Context *context, UniformLocation location, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { return true; } bool ValidateUniform4dv(const Context *context, UniformLocation location, GLsizei count, const GLdouble *value) { return true; } bool ValidateUniformMatrix2dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix2x3dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix2x4dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix3dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix3x2dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix3x4dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix4dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix4x2dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformMatrix4x3dv(const Context *context, UniformLocation location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateUniformSubroutinesuiv(const Context *context, GLenum shadertype, GLsizei count, const GLuint *indices) { return true; } } // namespace gl