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 // validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters
8
9 #include "libANGLE/validationGL41_autogen.h"
10
11 namespace gl
12 {
13
ValidateDepthRangeArrayv(const Context * context,GLuint first,GLsizei count,const GLdouble * v)14 bool ValidateDepthRangeArrayv(const Context *context,
15 GLuint first,
16 GLsizei count,
17 const GLdouble *v)
18 {
19 return true;
20 }
21
ValidateDepthRangeIndexed(const Context * context,GLuint index,GLdouble n,GLdouble f)22 bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f)
23 {
24 return true;
25 }
26
ValidateGetDoublei_v(const Context * context,GLenum target,GLuint index,const GLdouble * data)27 bool ValidateGetDoublei_v(const Context *context, GLenum target, GLuint index, const GLdouble *data)
28 {
29 return true;
30 }
31
ValidateGetFloati_v(const Context * context,GLenum target,GLuint index,const GLfloat * data)32 bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data)
33 {
34 return true;
35 }
36
ValidateGetVertexAttribLdv(const Context * context,GLuint index,GLenum pname,const GLdouble * params)37 bool ValidateGetVertexAttribLdv(const Context *context,
38 GLuint index,
39 GLenum pname,
40 const GLdouble *params)
41 {
42 return true;
43 }
44
ValidateProgramUniform1d(const Context * context,ShaderProgramID program,UniformLocation location,GLdouble v0)45 bool ValidateProgramUniform1d(const Context *context,
46 ShaderProgramID program,
47 UniformLocation location,
48 GLdouble v0)
49 {
50 return true;
51 }
52
ValidateProgramUniform1dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,const GLdouble * value)53 bool ValidateProgramUniform1dv(const Context *context,
54 ShaderProgramID program,
55 UniformLocation location,
56 GLsizei count,
57 const GLdouble *value)
58 {
59 return true;
60 }
61
ValidateProgramUniform2d(const Context * context,ShaderProgramID program,UniformLocation location,GLdouble v0,GLdouble v1)62 bool ValidateProgramUniform2d(const Context *context,
63 ShaderProgramID program,
64 UniformLocation location,
65 GLdouble v0,
66 GLdouble v1)
67 {
68 return true;
69 }
70
ValidateProgramUniform2dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,const GLdouble * value)71 bool ValidateProgramUniform2dv(const Context *context,
72 ShaderProgramID program,
73 UniformLocation location,
74 GLsizei count,
75 const GLdouble *value)
76 {
77 return true;
78 }
79
ValidateProgramUniform3d(const Context * context,ShaderProgramID program,UniformLocation location,GLdouble v0,GLdouble v1,GLdouble v2)80 bool ValidateProgramUniform3d(const Context *context,
81 ShaderProgramID program,
82 UniformLocation location,
83 GLdouble v0,
84 GLdouble v1,
85 GLdouble v2)
86 {
87 return true;
88 }
89
ValidateProgramUniform3dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,const GLdouble * value)90 bool ValidateProgramUniform3dv(const Context *context,
91 ShaderProgramID program,
92 UniformLocation location,
93 GLsizei count,
94 const GLdouble *value)
95 {
96 return true;
97 }
98
ValidateProgramUniform4d(const Context * context,ShaderProgramID program,UniformLocation location,GLdouble v0,GLdouble v1,GLdouble v2,GLdouble v3)99 bool ValidateProgramUniform4d(const Context *context,
100 ShaderProgramID program,
101 UniformLocation location,
102 GLdouble v0,
103 GLdouble v1,
104 GLdouble v2,
105 GLdouble v3)
106 {
107 return true;
108 }
109
ValidateProgramUniform4dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,const GLdouble * value)110 bool ValidateProgramUniform4dv(const Context *context,
111 ShaderProgramID program,
112 UniformLocation location,
113 GLsizei count,
114 const GLdouble *value)
115 {
116 return true;
117 }
118
ValidateProgramUniformMatrix2dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)119 bool ValidateProgramUniformMatrix2dv(const Context *context,
120 ShaderProgramID program,
121 UniformLocation location,
122 GLsizei count,
123 GLboolean transpose,
124 const GLdouble *value)
125 {
126 return true;
127 }
128
ValidateProgramUniformMatrix2x3dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)129 bool ValidateProgramUniformMatrix2x3dv(const Context *context,
130 ShaderProgramID program,
131 UniformLocation location,
132 GLsizei count,
133 GLboolean transpose,
134 const GLdouble *value)
135 {
136 return true;
137 }
138
ValidateProgramUniformMatrix2x4dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)139 bool ValidateProgramUniformMatrix2x4dv(const Context *context,
140 ShaderProgramID program,
141 UniformLocation location,
142 GLsizei count,
143 GLboolean transpose,
144 const GLdouble *value)
145 {
146 return true;
147 }
148
ValidateProgramUniformMatrix3dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)149 bool ValidateProgramUniformMatrix3dv(const Context *context,
150 ShaderProgramID program,
151 UniformLocation location,
152 GLsizei count,
153 GLboolean transpose,
154 const GLdouble *value)
155 {
156 return true;
157 }
158
ValidateProgramUniformMatrix3x2dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)159 bool ValidateProgramUniformMatrix3x2dv(const Context *context,
160 ShaderProgramID program,
161 UniformLocation location,
162 GLsizei count,
163 GLboolean transpose,
164 const GLdouble *value)
165 {
166 return true;
167 }
168
ValidateProgramUniformMatrix3x4dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)169 bool ValidateProgramUniformMatrix3x4dv(const Context *context,
170 ShaderProgramID program,
171 UniformLocation location,
172 GLsizei count,
173 GLboolean transpose,
174 const GLdouble *value)
175 {
176 return true;
177 }
178
ValidateProgramUniformMatrix4dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)179 bool ValidateProgramUniformMatrix4dv(const Context *context,
180 ShaderProgramID program,
181 UniformLocation location,
182 GLsizei count,
183 GLboolean transpose,
184 const GLdouble *value)
185 {
186 return true;
187 }
188
ValidateProgramUniformMatrix4x2dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)189 bool ValidateProgramUniformMatrix4x2dv(const Context *context,
190 ShaderProgramID program,
191 UniformLocation location,
192 GLsizei count,
193 GLboolean transpose,
194 const GLdouble *value)
195 {
196 return true;
197 }
198
ValidateProgramUniformMatrix4x3dv(const Context * context,ShaderProgramID program,UniformLocation location,GLsizei count,GLboolean transpose,const GLdouble * value)199 bool ValidateProgramUniformMatrix4x3dv(const Context *context,
200 ShaderProgramID program,
201 UniformLocation location,
202 GLsizei count,
203 GLboolean transpose,
204 const GLdouble *value)
205 {
206 return true;
207 }
208
ValidateScissorArrayv(const Context * context,GLuint first,GLsizei count,const GLint * v)209 bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v)
210 {
211 return true;
212 }
213
ValidateScissorIndexed(const Context * context,GLuint index,GLint left,GLint bottom,GLsizei width,GLsizei height)214 bool ValidateScissorIndexed(const Context *context,
215 GLuint index,
216 GLint left,
217 GLint bottom,
218 GLsizei width,
219 GLsizei height)
220 {
221 return true;
222 }
223
ValidateScissorIndexedv(const Context * context,GLuint index,const GLint * v)224 bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v)
225 {
226 return true;
227 }
228
ValidateVertexAttribL1d(const Context * context,GLuint index,GLdouble x)229 bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x)
230 {
231 return true;
232 }
233
ValidateVertexAttribL1dv(const Context * context,GLuint index,const GLdouble * v)234 bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v)
235 {
236 return true;
237 }
238
ValidateVertexAttribL2d(const Context * context,GLuint index,GLdouble x,GLdouble y)239 bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y)
240 {
241 return true;
242 }
243
ValidateVertexAttribL2dv(const Context * context,GLuint index,const GLdouble * v)244 bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v)
245 {
246 return true;
247 }
248
ValidateVertexAttribL3d(const Context * context,GLuint index,GLdouble x,GLdouble y,GLdouble z)249 bool ValidateVertexAttribL3d(const Context *context,
250 GLuint index,
251 GLdouble x,
252 GLdouble y,
253 GLdouble z)
254 {
255 return true;
256 }
257
ValidateVertexAttribL3dv(const Context * context,GLuint index,const GLdouble * v)258 bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v)
259 {
260 return true;
261 }
262
ValidateVertexAttribL4d(const Context * context,GLuint index,GLdouble x,GLdouble y,GLdouble z,GLdouble w)263 bool ValidateVertexAttribL4d(const Context *context,
264 GLuint index,
265 GLdouble x,
266 GLdouble y,
267 GLdouble z,
268 GLdouble w)
269 {
270 return true;
271 }
272
ValidateVertexAttribL4dv(const Context * context,GLuint index,const GLdouble * v)273 bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v)
274 {
275 return true;
276 }
277
ValidateVertexAttribLPointer(const Context * context,GLuint index,GLint size,GLenum type,GLsizei stride,const void * pointer)278 bool ValidateVertexAttribLPointer(const Context *context,
279 GLuint index,
280 GLint size,
281 GLenum type,
282 GLsizei stride,
283 const void *pointer)
284 {
285 return true;
286 }
287
ValidateViewportArrayv(const Context * context,GLuint first,GLsizei count,const GLfloat * v)288 bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v)
289 {
290 return true;
291 }
292
ValidateViewportIndexedf(const Context * context,GLuint index,GLfloat x,GLfloat y,GLfloat w,GLfloat h)293 bool ValidateViewportIndexedf(const Context *context,
294 GLuint index,
295 GLfloat x,
296 GLfloat y,
297 GLfloat w,
298 GLfloat h)
299 {
300 return true;
301 }
302
ValidateViewportIndexedfv(const Context * context,GLuint index,const GLfloat * v)303 bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v)
304 {
305 return true;
306 }
307
308 } // namespace gl
309