// // 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(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, const GLdouble *params) { return true; } bool ValidateVertexAttrib1d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x) { return true; } bool ValidateVertexAttrib1dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib1s(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLshort x) { return true; } bool ValidateVertexAttrib1sv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib2d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x, GLdouble y) { return true; } bool ValidateVertexAttrib2dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib2s(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLshort x, GLshort y) { return true; } bool ValidateVertexAttrib2sv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib3d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateVertexAttrib3dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib3s(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLshort x, GLshort y, GLshort z) { return true; } bool ValidateVertexAttrib3sv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib4Nbv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLbyte *v) { return true; } bool ValidateVertexAttrib4Niv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttrib4Nsv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib4Nub(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) { return true; } bool ValidateVertexAttrib4Nubv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLubyte *v) { return true; } bool ValidateVertexAttrib4Nuiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttrib4Nusv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLushort *v) { return true; } bool ValidateVertexAttrib4bv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLbyte *v) { return true; } bool ValidateVertexAttrib4d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { return true; } bool ValidateVertexAttrib4dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v) { return true; } bool ValidateVertexAttrib4iv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttrib4s(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) { return true; } bool ValidateVertexAttrib4sv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttrib4ubv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLubyte *v) { return true; } bool ValidateVertexAttrib4uiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttrib4usv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLushort *v) { return true; } } // namespace gl