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kc3-lang/angle/src/libANGLE/validationGL14.cpp

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  • Author : Clemen Deng
    Date : 2019-06-18 13:02:03
    Hash : 7558e836
    Message : Windows Desktop GL Implementation Bug: angleproject:3620 Change-Id: I4ef4ab3ee145e5ce9b1ebf0c2d61d0777db72c43 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1678405 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/validationGL14.cpp
  • //
    // 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.
    //
    
    // validationGL14.cpp: Validation functions for OpenGL 1.4 entry point parameters
    
    #include "libANGLE/validationGL14_autogen.h"
    
    namespace gl
    {
    
    bool ValidateFogCoordPointer(Context *context, GLenum type, GLsizei stride, const void *pointer)
    {
        return true;
    }
    
    bool ValidateFogCoordd(Context *context, GLdouble coord)
    {
        return true;
    }
    
    bool ValidateFogCoorddv(Context *context, const GLdouble *coord)
    {
        return true;
    }
    
    bool ValidateFogCoordf(Context *context, GLfloat coord)
    {
        return true;
    }
    
    bool ValidateFogCoordfv(Context *context, const GLfloat *coord)
    {
        return true;
    }
    
    bool ValidateMultiDrawArrays(Context *context,
                                 PrimitiveMode modePacked,
                                 const GLint *first,
                                 const GLsizei *count,
                                 GLsizei drawcount)
    {
        return true;
    }
    
    bool ValidateMultiDrawElements(Context *context,
                                   PrimitiveMode modePacked,
                                   const GLsizei *count,
                                   DrawElementsType typePacked,
                                   const void *const *indices,
                                   GLsizei drawcount)
    {
        return true;
    }
    
    bool ValidatePointParameteri(Context *context, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidatePointParameteriv(Context *context, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3b(Context *context, GLbyte red, GLbyte green, GLbyte blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3bv(Context *context, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3d(Context *context, GLdouble red, GLdouble green, GLdouble blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3dv(Context *context, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3f(Context *context, GLfloat red, GLfloat green, GLfloat blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3fv(Context *context, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3i(Context *context, GLint red, GLint green, GLint blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3iv(Context *context, const GLint *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3s(Context *context, GLshort red, GLshort green, GLshort blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3sv(Context *context, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3ub(Context *context, GLubyte red, GLubyte green, GLubyte blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3ubv(Context *context, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3ui(Context *context, GLuint red, GLuint green, GLuint blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3uiv(Context *context, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3us(Context *context, GLushort red, GLushort green, GLushort blue)
    {
        return true;
    }
    
    bool ValidateSecondaryColor3usv(Context *context, const GLushort *v)
    {
        return true;
    }
    
    bool ValidateSecondaryColorPointer(Context *context,
                                       GLint size,
                                       GLenum type,
                                       GLsizei stride,
                                       const void *pointer)
    {
        return true;
    }
    
    bool ValidateWindowPos2d(Context *context, GLdouble x, GLdouble y)
    {
        return true;
    }
    
    bool ValidateWindowPos2dv(Context *context, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateWindowPos2f(Context *context, GLfloat x, GLfloat y)
    {
        return true;
    }
    
    bool ValidateWindowPos2fv(Context *context, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateWindowPos2i(Context *context, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateWindowPos2iv(Context *context, const GLint *v)
    {
        return true;
    }
    
    bool ValidateWindowPos2s(Context *context, GLshort x, GLshort y)
    {
        return true;
    }
    
    bool ValidateWindowPos2sv(Context *context, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3d(Context *context, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateWindowPos3dv(Context *context, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3f(Context *context, GLfloat x, GLfloat y, GLfloat z)
    {
        return true;
    }
    
    bool ValidateWindowPos3fv(Context *context, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3i(Context *context, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateWindowPos3iv(Context *context, const GLint *v)
    {
        return true;
    }
    
    bool ValidateWindowPos3s(Context *context, GLshort x, GLshort y, GLshort z)
    {
        return true;
    }
    
    bool ValidateWindowPos3sv(Context *context, const GLshort *v)
    {
        return true;
    }
    
    }  // namespace gl