// // 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