// // 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. // // validationGL14.cpp: Validation functions for OpenGL 1.4 entry point parameters #include "libANGLE/validationGL14_autogen.h" namespace gl { bool ValidateFogCoordPointer(Context *context, GLenum type, GLsizei stride, const void *pointer) { return true; } bool ValidateFogCoordd(Context *context, GLdouble coord) { return true; } bool ValidateFogCoorddv(Context *context, const GLdouble *coord) { return true; } bool ValidateFogCoordf(Context *context, GLfloat coord) { return true; } bool ValidateFogCoordfv(Context *context, const GLfloat *coord) { return true; } bool ValidateMultiDrawArrays(Context *context, PrimitiveMode modePacked, const GLint *first, const GLsizei *count, GLsizei drawcount) { return true; } bool ValidateMultiDrawElements(Context *context, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount) { return true; } bool ValidatePointParameteri(Context *context, GLenum pname, GLint param) { return true; } bool ValidatePointParameteriv(Context *context, GLenum pname, const GLint *params) { return true; } bool ValidateSecondaryColor3b(Context *context, GLbyte red, GLbyte green, GLbyte blue) { return true; } bool ValidateSecondaryColor3bv(Context *context, const GLbyte *v) { return true; } bool ValidateSecondaryColor3d(Context *context, GLdouble red, GLdouble green, GLdouble blue) { return true; } bool ValidateSecondaryColor3dv(Context *context, const GLdouble *v) { return true; } bool ValidateSecondaryColor3f(Context *context, GLfloat red, GLfloat green, GLfloat blue) { return true; } bool ValidateSecondaryColor3fv(Context *context, const GLfloat *v) { return true; } bool ValidateSecondaryColor3i(Context *context, GLint red, GLint green, GLint blue) { return true; } bool ValidateSecondaryColor3iv(Context *context, const GLint *v) { return true; } bool ValidateSecondaryColor3s(Context *context, GLshort red, GLshort green, GLshort blue) { return true; } bool ValidateSecondaryColor3sv(Context *context, const GLshort *v) { return true; } bool ValidateSecondaryColor3ub(Context *context, GLubyte red, GLubyte green, GLubyte blue) { return true; } bool ValidateSecondaryColor3ubv(Context *context, const GLubyte *v) { return true; } bool ValidateSecondaryColor3ui(Context *context, GLuint red, GLuint green, GLuint blue) { return true; } bool ValidateSecondaryColor3uiv(Context *context, const GLuint *v) { return true; } bool ValidateSecondaryColor3us(Context *context, GLushort red, GLushort green, GLushort blue) { return true; } bool ValidateSecondaryColor3usv(Context *context, const GLushort *v) { return true; } bool ValidateSecondaryColorPointer(Context *context, GLint size, GLenum type, GLsizei stride, const void *pointer) { return true; } bool ValidateWindowPos2d(Context *context, GLdouble x, GLdouble y) { return true; } bool ValidateWindowPos2dv(Context *context, const GLdouble *v) { return true; } bool ValidateWindowPos2f(Context *context, GLfloat x, GLfloat y) { return true; } bool ValidateWindowPos2fv(Context *context, const GLfloat *v) { return true; } bool ValidateWindowPos2i(Context *context, GLint x, GLint y) { return true; } bool ValidateWindowPos2iv(Context *context, const GLint *v) { return true; } bool ValidateWindowPos2s(Context *context, GLshort x, GLshort y) { return true; } bool ValidateWindowPos2sv(Context *context, const GLshort *v) { return true; } bool ValidateWindowPos3d(Context *context, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateWindowPos3dv(Context *context, const GLdouble *v) { return true; } bool ValidateWindowPos3f(Context *context, GLfloat x, GLfloat y, GLfloat z) { return true; } bool ValidateWindowPos3fv(Context *context, const GLfloat *v) { return true; } bool ValidateWindowPos3i(Context *context, GLint x, GLint y, GLint z) { return true; } bool ValidateWindowPos3iv(Context *context, const GLint *v) { return true; } bool ValidateWindowPos3s(Context *context, GLshort x, GLshort y, GLshort z) { return true; } bool ValidateWindowPos3sv(Context *context, const GLshort *v) { return true; } } // namespace gl