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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(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