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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 PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLdouble x)23 bool ValidateVertexAttrib1d(const PrivateState &state,
24                             ErrorSet *errors,
25                             angle::EntryPoint entryPoint,
26                             GLuint index,
27                             GLdouble x)
28 {
29     return true;
30 }
31 
ValidateVertexAttrib1dv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)32 bool ValidateVertexAttrib1dv(const PrivateState &state,
33                              ErrorSet *errors,
34                              angle::EntryPoint entryPoint,
35                              GLuint index,
36                              const GLdouble *v)
37 {
38     return true;
39 }
40 
ValidateVertexAttrib1s(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLshort x)41 bool ValidateVertexAttrib1s(const PrivateState &state,
42                             ErrorSet *errors,
43                             angle::EntryPoint entryPoint,
44                             GLuint index,
45                             GLshort x)
46 {
47     return true;
48 }
49 
ValidateVertexAttrib1sv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)50 bool ValidateVertexAttrib1sv(const PrivateState &state,
51                              ErrorSet *errors,
52                              angle::EntryPoint entryPoint,
53                              GLuint index,
54                              const GLshort *v)
55 {
56     return true;
57 }
58 
ValidateVertexAttrib2d(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLdouble x,GLdouble y)59 bool ValidateVertexAttrib2d(const PrivateState &state,
60                             ErrorSet *errors,
61                             angle::EntryPoint entryPoint,
62                             GLuint index,
63                             GLdouble x,
64                             GLdouble y)
65 {
66     return true;
67 }
68 
ValidateVertexAttrib2dv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)69 bool ValidateVertexAttrib2dv(const PrivateState &state,
70                              ErrorSet *errors,
71                              angle::EntryPoint entryPoint,
72                              GLuint index,
73                              const GLdouble *v)
74 {
75     return true;
76 }
77 
ValidateVertexAttrib2s(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLshort x,GLshort y)78 bool ValidateVertexAttrib2s(const PrivateState &state,
79                             ErrorSet *errors,
80                             angle::EntryPoint entryPoint,
81                             GLuint index,
82                             GLshort x,
83                             GLshort y)
84 {
85     return true;
86 }
87 
ValidateVertexAttrib2sv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)88 bool ValidateVertexAttrib2sv(const PrivateState &state,
89                              ErrorSet *errors,
90                              angle::EntryPoint entryPoint,
91                              GLuint index,
92                              const GLshort *v)
93 {
94     return true;
95 }
96 
ValidateVertexAttrib3d(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLdouble x,GLdouble y,GLdouble z)97 bool ValidateVertexAttrib3d(const PrivateState &state,
98                             ErrorSet *errors,
99                             angle::EntryPoint entryPoint,
100                             GLuint index,
101                             GLdouble x,
102                             GLdouble y,
103                             GLdouble z)
104 {
105     return true;
106 }
107 
ValidateVertexAttrib3dv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)108 bool ValidateVertexAttrib3dv(const PrivateState &state,
109                              ErrorSet *errors,
110                              angle::EntryPoint entryPoint,
111                              GLuint index,
112                              const GLdouble *v)
113 {
114     return true;
115 }
116 
ValidateVertexAttrib3s(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLshort x,GLshort y,GLshort z)117 bool ValidateVertexAttrib3s(const PrivateState &state,
118                             ErrorSet *errors,
119                             angle::EntryPoint entryPoint,
120                             GLuint index,
121                             GLshort x,
122                             GLshort y,
123                             GLshort z)
124 {
125     return true;
126 }
127 
ValidateVertexAttrib3sv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)128 bool ValidateVertexAttrib3sv(const PrivateState &state,
129                              ErrorSet *errors,
130                              angle::EntryPoint entryPoint,
131                              GLuint index,
132                              const GLshort *v)
133 {
134     return true;
135 }
136 
ValidateVertexAttrib4Nbv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLbyte * v)137 bool ValidateVertexAttrib4Nbv(const PrivateState &state,
138                               ErrorSet *errors,
139                               angle::EntryPoint entryPoint,
140                               GLuint index,
141                               const GLbyte *v)
142 {
143     return true;
144 }
145 
ValidateVertexAttrib4Niv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLint * v)146 bool ValidateVertexAttrib4Niv(const PrivateState &state,
147                               ErrorSet *errors,
148                               angle::EntryPoint entryPoint,
149                               GLuint index,
150                               const GLint *v)
151 {
152     return true;
153 }
154 
ValidateVertexAttrib4Nsv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)155 bool ValidateVertexAttrib4Nsv(const PrivateState &state,
156                               ErrorSet *errors,
157                               angle::EntryPoint entryPoint,
158                               GLuint index,
159                               const GLshort *v)
160 {
161     return true;
162 }
163 
ValidateVertexAttrib4Nub(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLubyte x,GLubyte y,GLubyte z,GLubyte w)164 bool ValidateVertexAttrib4Nub(const PrivateState &state,
165                               ErrorSet *errors,
166                               angle::EntryPoint entryPoint,
167                               GLuint index,
168                               GLubyte x,
169                               GLubyte y,
170                               GLubyte z,
171                               GLubyte w)
172 {
173     return true;
174 }
175 
ValidateVertexAttrib4Nubv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLubyte * v)176 bool ValidateVertexAttrib4Nubv(const PrivateState &state,
177                                ErrorSet *errors,
178                                angle::EntryPoint entryPoint,
179                                GLuint index,
180                                const GLubyte *v)
181 {
182     return true;
183 }
184 
ValidateVertexAttrib4Nuiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)185 bool ValidateVertexAttrib4Nuiv(const PrivateState &state,
186                                ErrorSet *errors,
187                                angle::EntryPoint entryPoint,
188                                GLuint index,
189                                const GLuint *v)
190 {
191     return true;
192 }
193 
ValidateVertexAttrib4Nusv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLushort * v)194 bool ValidateVertexAttrib4Nusv(const PrivateState &state,
195                                ErrorSet *errors,
196                                angle::EntryPoint entryPoint,
197                                GLuint index,
198                                const GLushort *v)
199 {
200     return true;
201 }
202 
ValidateVertexAttrib4bv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLbyte * v)203 bool ValidateVertexAttrib4bv(const PrivateState &state,
204                              ErrorSet *errors,
205                              angle::EntryPoint entryPoint,
206                              GLuint index,
207                              const GLbyte *v)
208 {
209     return true;
210 }
211 
ValidateVertexAttrib4d(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLdouble x,GLdouble y,GLdouble z,GLdouble w)212 bool ValidateVertexAttrib4d(const PrivateState &state,
213                             ErrorSet *errors,
214                             angle::EntryPoint entryPoint,
215                             GLuint index,
216                             GLdouble x,
217                             GLdouble y,
218                             GLdouble z,
219                             GLdouble w)
220 {
221     return true;
222 }
223 
ValidateVertexAttrib4dv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLdouble * v)224 bool ValidateVertexAttrib4dv(const PrivateState &state,
225                              ErrorSet *errors,
226                              angle::EntryPoint entryPoint,
227                              GLuint index,
228                              const GLdouble *v)
229 {
230     return true;
231 }
232 
ValidateVertexAttrib4iv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLint * v)233 bool ValidateVertexAttrib4iv(const PrivateState &state,
234                              ErrorSet *errors,
235                              angle::EntryPoint entryPoint,
236                              GLuint index,
237                              const GLint *v)
238 {
239     return true;
240 }
241 
ValidateVertexAttrib4s(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLshort x,GLshort y,GLshort z,GLshort w)242 bool ValidateVertexAttrib4s(const PrivateState &state,
243                             ErrorSet *errors,
244                             angle::EntryPoint entryPoint,
245                             GLuint index,
246                             GLshort x,
247                             GLshort y,
248                             GLshort z,
249                             GLshort w)
250 {
251     return true;
252 }
253 
ValidateVertexAttrib4sv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)254 bool ValidateVertexAttrib4sv(const PrivateState &state,
255                              ErrorSet *errors,
256                              angle::EntryPoint entryPoint,
257                              GLuint index,
258                              const GLshort *v)
259 {
260     return true;
261 }
262 
ValidateVertexAttrib4ubv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLubyte * v)263 bool ValidateVertexAttrib4ubv(const PrivateState &state,
264                               ErrorSet *errors,
265                               angle::EntryPoint entryPoint,
266                               GLuint index,
267                               const GLubyte *v)
268 {
269     return true;
270 }
271 
ValidateVertexAttrib4uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)272 bool ValidateVertexAttrib4uiv(const PrivateState &state,
273                               ErrorSet *errors,
274                               angle::EntryPoint entryPoint,
275                               GLuint index,
276                               const GLuint *v)
277 {
278     return true;
279 }
280 
ValidateVertexAttrib4usv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLushort * v)281 bool ValidateVertexAttrib4usv(const PrivateState &state,
282                               ErrorSet *errors,
283                               angle::EntryPoint entryPoint,
284                               GLuint index,
285                               const GLushort *v)
286 {
287     return true;
288 }
289 
290 }  // namespace gl
291