// // 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. // // validationGL41.cpp: Validation functions for OpenGL 4.1 entry point parameters #include "libANGLE/validationGL41_autogen.h" namespace gl { bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v) { return true; } bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f) { return true; } bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data) { return true; } bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data) { return true; } bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params) { return true; } bool ValidateProgramUniform1d(Context *context, GLuint program, GLint location, GLdouble v0) { return true; } bool ValidateProgramUniform1dv(Context *context, GLuint program, GLint location, GLsizei count, const GLdouble *value) { return true; } bool ValidateProgramUniform2d(Context *context, GLuint program, GLint location, GLdouble v0, GLdouble v1) { return true; } bool ValidateProgramUniform2dv(Context *context, GLuint program, GLint location, GLsizei count, const GLdouble *value) { return true; } bool ValidateProgramUniform3d(Context *context, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) { return true; } bool ValidateProgramUniform3dv(Context *context, GLuint program, GLint location, GLsizei count, const GLdouble *value) { return true; } bool ValidateProgramUniform4d(Context *context, GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) { return true; } bool ValidateProgramUniform4dv(Context *context, GLuint program, GLint location, GLsizei count, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix2dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix2x3dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix2x4dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix3dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix3x2dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix3x4dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix4dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix4x2dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateProgramUniformMatrix4x3dv(Context *context, GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) { return true; } bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v) { return true; } bool ValidateScissorIndexed(Context *context, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height) { return true; } bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x) { return true; } bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y) { return true; } bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttribL4d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { return true; } bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttribLPointer(Context *context, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) { return true; } bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v) { return true; } bool ValidateViewportIndexedf(Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h) { return true; } bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v) { return true; } } // namespace gl