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//
// 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