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kc3-lang/angle/src/libANGLE/validationGL2.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/validationGL2.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.
    //
    
    // 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