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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL3.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationGL3.cpp | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL3.cpp b/gfx/angle/checkout/src/libANGLE/validationGL3.cpp new file mode 100644 index 0000000000..8117a3852f --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL3.cpp @@ -0,0 +1,194 @@ +// +// 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. +// +// validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters + +#include "libANGLE/validationGL3_autogen.h" + +namespace gl +{ + +bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode) +{ + return true; +} + +bool ValidateBindFragDataLocation(Context *context, + GLuint program, + GLuint color, + const GLchar *name) +{ + return true; +} + +bool ValidateClampColor(Context *context, GLenum target, GLenum clamp) +{ + return true; +} + +bool ValidateColorMaski(Context *context, + GLuint index, + GLboolean r, + GLboolean g, + GLboolean b, + GLboolean a) +{ + return true; +} + +bool ValidateDisablei(Context *context, GLenum target, GLuint index) +{ + return true; +} + +bool ValidateEnablei(Context *context, GLenum target, GLuint index) +{ + return true; +} + +bool ValidateEndConditionalRender(Context *context) +{ + return true; +} + +bool ValidateFramebufferTexture1D(Context *context, + GLenum target, + GLenum attachment, + GLenum textarget, + GLuint texture, + GLint level) +{ + return true; +} + +bool ValidateFramebufferTexture3D(Context *context, + GLenum target, + GLenum attachment, + TextureTarget textargetPacked, + GLuint texture, + GLint level, + GLint zoffset) +{ + return true; +} + +bool ValidateGetTexParameterIiv(Context *context, + TextureType targetPacked, + GLenum pname, + GLint *params) +{ + return true; +} + +bool ValidateGetTexParameterIuiv(Context *context, + TextureType targetPacked, + GLenum pname, + GLuint *params) +{ + return true; +} + +bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index) +{ + return true; +} + +bool ValidateTexParameterIiv(Context *context, + TextureType targetPacked, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateTexParameterIuiv(Context *context, + TextureType targetPacked, + GLenum pname, + const GLuint *params) +{ + return true; +} + +bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x) +{ + return true; +} + +bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x) +{ + return true; +} + +bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v) +{ + return true; +} + +bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y) +{ + return true; +} + +bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y) +{ + return true; +} + +bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v) +{ + return true; +} + +bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z) +{ + return true; +} + +bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z) +{ + return true; +} + +bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v) +{ + return true; +} + +bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v) +{ + return true; +} + +bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v) +{ + return true; +} + +bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v) +{ + return true; +} + +bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v) +{ + return true; +} + +} // namespace gl |