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