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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/validationGL4.cpp
parentInitial commit. (diff)
downloadfirefox-upstream.tar.xz
firefox-upstream.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL4.cpp')
-rw-r--r--gfx/angle/checkout/src/libANGLE/validationGL4.cpp287
1 files changed, 287 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL4.cpp b/gfx/angle/checkout/src/libANGLE/validationGL4.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/validationGL4.cpp
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+//
+// 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(Context *context, GLenum target, GLuint index, GLuint id)
+{
+ return true;
+}
+
+bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+{
+ return true;
+}
+
+bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode)
+{
+ return true;
+}
+
+bool ValidateBlendFuncSeparatei(Context *context,
+ GLuint buf,
+ GLenum srcRGB,
+ GLenum dstRGB,
+ GLenum srcAlpha,
+ GLenum dstAlpha)
+{
+ return true;
+}
+
+bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst)
+{
+ return true;
+}
+
+bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id)
+{
+ return true;
+}
+
+bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream)
+{
+ return true;
+}
+
+bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index)
+{
+ return true;
+}
+
+bool ValidateGetActiveSubroutineName(Context *context,
+ GLuint program,
+ GLenum shadertype,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetActiveSubroutineUniformName(Context *context,
+ GLuint program,
+ GLenum shadertype,
+ GLuint index,
+ GLsizei bufsize,
+ GLsizei *length,
+ GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetActiveSubroutineUniformiv(Context *context,
+ GLuint program,
+ GLenum shadertype,
+ GLuint index,
+ GLenum pname,
+ GLint *values)
+{
+ return true;
+}
+
+bool ValidateGetProgramStageiv(Context *context,
+ GLuint program,
+ GLenum shadertype,
+ GLenum pname,
+ GLint *values)
+{
+ return true;
+}
+
+bool ValidateGetQueryIndexediv(Context *context,
+ GLenum target,
+ GLuint index,
+ GLenum pname,
+ GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetSubroutineIndex(Context *context,
+ GLuint program,
+ GLenum shadertype,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetSubroutineUniformLocation(Context *context,
+ GLuint program,
+ GLenum shadertype,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetUniformSubroutineuiv(Context *context,
+ GLenum shadertype,
+ GLint location,
+ GLuint *params)
+{
+ return true;
+}
+
+bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params)
+{
+ return true;
+}
+
+bool ValidateMinSampleShading(Context *context, GLfloat value)
+{
+ return true;
+}
+
+bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values)
+{
+ return true;
+}
+
+bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value)
+{
+ return true;
+}
+
+bool ValidateUniform1d(Context *context, GLint location, GLdouble x)
+{
+ return true;
+}
+
+bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y)
+{
+ return true;
+}
+
+bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z)
+{
+ return true;
+}
+
+bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniform4d(Context *context,
+ GLint location,
+ GLdouble x,
+ GLdouble y,
+ GLdouble z,
+ GLdouble w)
+{
+ return true;
+}
+
+bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix2dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix2x3dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix2x4dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix3dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix3x2dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix3x4dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix4dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix4x2dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix4x3dv(Context *context,
+ GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformSubroutinesuiv(Context *context,
+ GLenum shadertype,
+ GLsizei count,
+ const GLuint *indices)
+{
+ return true;
+}
+
+} // namespace gl