//
// Copyright 2016 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.
//
// ProgramNULL.cpp:
//    Implements the class methods for ProgramNULL.
//

#include "libANGLE/renderer/null/ProgramNULL.h"

#include "common/debug.h"

namespace rx
{

ProgramNULL::ProgramNULL(const gl::ProgramState &state) : ProgramImpl(state)
{
}

ProgramNULL::~ProgramNULL()
{
}

gl::LinkResult ProgramNULL::load(const gl::Context *contextImpl,
                                 gl::InfoLog &infoLog,
                                 gl::BinaryInputStream *stream)
{
    return true;
}

void ProgramNULL::save(const gl::Context *context, gl::BinaryOutputStream *stream)
{
}

void ProgramNULL::setBinaryRetrievableHint(bool retrievable)
{
}

void ProgramNULL::setSeparable(bool separable)
{
}

std::unique_ptr<LinkEvent> ProgramNULL::link(const gl::Context *contextImpl,
                                             const gl::ProgramLinkedResources &resources,
                                             gl::InfoLog &infoLog)
{
    return std::make_unique<LinkEventDone>(true);
}

GLboolean ProgramNULL::validate(const gl::Caps &caps, gl::InfoLog *infoLog)
{
    return GL_TRUE;
}

void ProgramNULL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
}

void ProgramNULL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
}

void ProgramNULL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
}

void ProgramNULL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
}

void ProgramNULL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
}

void ProgramNULL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
}

void ProgramNULL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
}

void ProgramNULL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
}

void ProgramNULL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
}

void ProgramNULL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
}

void ProgramNULL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
}

void ProgramNULL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
}

void ProgramNULL::setUniformMatrix2fv(GLint location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix3fv(GLint location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix4fv(GLint location,
                                      GLsizei count,
                                      GLboolean transpose,
                                      const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix2x3fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix3x2fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix2x4fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix4x2fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix3x4fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{
}

void ProgramNULL::setUniformMatrix4x3fv(GLint location,
                                        GLsizei count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{
}

void ProgramNULL::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
{
    // TODO(jmadill): Write some values.
}

void ProgramNULL::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
{
    // TODO(jmadill): Write some values.
}

void ProgramNULL::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
{
    // TODO(jmadill): Write some values.
}

void ProgramNULL::setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
}

void ProgramNULL::setPathFragmentInputGen(const std::string &inputName,
                                          GLenum genMode,
                                          GLint components,
                                          const GLfloat *coeffs)
{
}

}  // namespace rx
