// // 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. // // validationGL2.cpp: Validation functions for OpenGL 2.0 entry point parameters #include "libANGLE/validationGL2_autogen.h" namespace gl { bool ValidateGetVertexAttribdv(Context *context, GLuint index, GLenum pname, GLdouble *params) { return true; } bool ValidateVertexAttrib1d(Context *context, GLuint index, GLdouble x) { return true; } bool ValidateVertexAttrib1dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib1s(Context *context, GLuint index, GLshort x) { return true; } bool ValidateVertexAttrib1sv(Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib2d(Context *context, GLuint index, GLdouble x, GLdouble y) { return true; } bool ValidateVertexAttrib2dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib2s(Context *context, GLuint index, GLshort x, GLshort y) { return true; } bool ValidateVertexAttrib2sv(Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateVertexAttrib3dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib3s(Context *context, GLuint index, GLshort x, GLshort y, GLshort z) { return true; } bool ValidateVertexAttrib3sv(Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib4Nbv(Context *context, GLuint index, const GLbyte *v) { return true; } bool ValidateVertexAttrib4Niv(Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttrib4Nsv(Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib4Nub(Context *context, GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) { return true; } bool ValidateVertexAttrib4Nubv(Context *context, GLuint index, const GLubyte *v) { return true; } bool ValidateVertexAttrib4Nuiv(Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttrib4Nusv(Context *context, GLuint index, const GLushort *v) { return true; } bool ValidateVertexAttrib4bv(Context *context, GLuint index, const GLbyte *v) { return true; } bool ValidateVertexAttrib4d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { return true; } bool ValidateVertexAttrib4dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib4iv(Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttrib4s(Context *context, GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { return true; } bool ValidateVertexAttrib4sv(Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib4ubv(Context *context, GLuint index, const GLubyte *v) { return true; } bool ValidateVertexAttrib4uiv(Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttrib4usv(Context *context, GLuint index, const GLushort *v) { return true; } } // namespace gl