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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/validationGL45.cpp
parentInitial commit. (diff)
downloadfirefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz
firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL45.cpp')
-rw-r--r--gfx/angle/checkout/src/libANGLE/validationGL45.cpp1032
1 files changed, 1032 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL45.cpp b/gfx/angle/checkout/src/libANGLE/validationGL45.cpp
new file mode 100644
index 0000000000..32f1e9ca0e
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/validationGL45.cpp
@@ -0,0 +1,1032 @@
+//
+// 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.
+//
+
+// validationGL45.cpp: Validation functions for OpenGL 4.5 entry point parameters
+
+#include "libANGLE/validationGL45_autogen.h"
+
+namespace gl
+{
+
+bool ValidateBindTextureUnit(Context *context, GLuint unit, GLuint texture)
+{
+ return true;
+}
+
+bool ValidateBlitNamedFramebuffer(Context *context,
+ GLuint readFramebuffer,
+ GLuint drawFramebuffer,
+ GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter)
+{
+ return true;
+}
+
+bool ValidateCheckNamedFramebufferStatus(Context *context, GLuint framebuffer, GLenum target)
+{
+ return true;
+}
+
+bool ValidateClearNamedBufferData(Context *context,
+ GLuint buffer,
+ GLenum internalformat,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateClearNamedBufferSubData(Context *context,
+ GLuint buffer,
+ GLenum internalformat,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferfi(Context *context,
+ GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferfv(Context *context,
+ GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat *value)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferiv(Context *context,
+ GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLint *value)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferuiv(Context *context,
+ GLuint framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLuint *value)
+{
+ return true;
+}
+
+bool ValidateClipControl(Context *context, GLenum origin, GLenum depth)
+{
+ return true;
+}
+
+bool ValidateCompressedTextureSubImage1D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateCompressedTextureSubImage2D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateCompressedTextureSubImage3D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateCopyNamedBufferSubData(Context *context,
+ GLuint readBuffer,
+ GLuint writeBuffer,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size)
+{
+ return true;
+}
+
+bool ValidateCopyTextureSubImage1D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint x,
+ GLint y,
+ GLsizei width)
+{
+ return true;
+}
+
+bool ValidateCopyTextureSubImage2D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateCopyTextureSubImage3D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateCreateBuffers(Context *context, GLsizei n, GLuint *buffers)
+{
+ return true;
+}
+
+bool ValidateCreateFramebuffers(Context *context, GLsizei n, GLuint *framebuffers)
+{
+ return true;
+}
+
+bool ValidateCreateProgramPipelines(Context *context, GLsizei n, GLuint *pipelines)
+{
+ return true;
+}
+
+bool ValidateCreateQueries(Context *context, GLenum target, GLsizei n, GLuint *ids)
+{
+ return true;
+}
+
+bool ValidateCreateRenderbuffers(Context *context, GLsizei n, GLuint *renderbuffers)
+{
+ return true;
+}
+
+bool ValidateCreateSamplers(Context *context, GLsizei n, GLuint *samplers)
+{
+ return true;
+}
+
+bool ValidateCreateTextures(Context *context, GLenum target, GLsizei n, GLuint *textures)
+{
+ return true;
+}
+
+bool ValidateCreateTransformFeedbacks(Context *context, GLsizei n, GLuint *ids)
+{
+ return true;
+}
+
+bool ValidateCreateVertexArrays(Context *context, GLsizei n, GLuint *arrays)
+{
+ return true;
+}
+
+bool ValidateDisableVertexArrayAttrib(Context *context, GLuint vaobj, GLuint index)
+{
+ return true;
+}
+
+bool ValidateEnableVertexArrayAttrib(Context *context, GLuint vaobj, GLuint index)
+{
+ return true;
+}
+
+bool ValidateFlushMappedNamedBufferRange(Context *context,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr length)
+{
+ return true;
+}
+
+bool ValidateGenerateTextureMipmap(Context *context, GLuint texture)
+{
+ return true;
+}
+
+bool ValidateGetCompressedTextureImage(Context *context,
+ GLuint texture,
+ GLint level,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetCompressedTextureSubImage(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetGraphicsResetStatus(Context *context)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferParameteri64v(Context *context,
+ GLuint buffer,
+ GLenum pname,
+ GLint64 *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferParameteriv(Context *context, GLuint buffer, GLenum pname, GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferPointerv(Context *context, GLuint buffer, GLenum pname, void **params)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferSubData(Context *context,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ void *data)
+{
+ return true;
+}
+
+bool ValidateGetNamedFramebufferAttachmentParameteriv(Context *context,
+ GLuint framebuffer,
+ GLenum attachment,
+ GLenum pname,
+ GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedFramebufferParameteriv(Context *context,
+ GLuint framebuffer,
+ GLenum pname,
+ GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetNamedRenderbufferParameteriv(Context *context,
+ GLuint renderbuffer,
+ GLenum pname,
+ GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjecti64v(Context *context,
+ GLuint id,
+ GLuint buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjectiv(Context *context,
+ GLuint id,
+ GLuint buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjectui64v(Context *context,
+ GLuint id,
+ GLuint buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjectuiv(Context *context,
+ GLuint id,
+ GLuint buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetTextureImage(Context *context,
+ GLuint texture,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetTextureLevelParameterfv(Context *context,
+ GLuint texture,
+ GLint level,
+ GLenum pname,
+ GLfloat *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureLevelParameteriv(Context *context,
+ GLuint texture,
+ GLint level,
+ GLenum pname,
+ GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameterIiv(Context *context, GLuint texture, GLenum pname, GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameterIuiv(Context *context, GLuint texture, GLenum pname, GLuint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameterfv(Context *context, GLuint texture, GLenum pname, GLfloat *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameteriv(Context *context, GLuint texture, GLenum pname, GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureSubImage(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetTransformFeedbacki64_v(Context *context,
+ GLuint xfb,
+ GLenum pname,
+ GLuint index,
+ GLint64 *param)
+{
+ return true;
+}
+
+bool ValidateGetTransformFeedbacki_v(Context *context,
+ GLuint xfb,
+ GLenum pname,
+ GLuint index,
+ GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetTransformFeedbackiv(Context *context, GLuint xfb, GLenum pname, GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetVertexArrayIndexed64iv(Context *context,
+ GLuint vaobj,
+ GLuint index,
+ GLenum pname,
+ GLint64 *param)
+{
+ return true;
+}
+
+bool ValidateGetVertexArrayIndexediv(Context *context,
+ GLuint vaobj,
+ GLuint index,
+ GLenum pname,
+ GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetVertexArrayiv(Context *context, GLuint vaobj, GLenum pname, GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetnColorTable(Context *context,
+ GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *table)
+{
+ return true;
+}
+
+bool ValidateGetnCompressedTexImage(Context *context,
+ GLenum target,
+ GLint lod,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetnConvolutionFilter(Context *context,
+ GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *image)
+{
+ return true;
+}
+
+bool ValidateGetnHistogram(Context *context,
+ GLenum target,
+ GLboolean reset,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *values)
+{
+ return true;
+}
+
+bool ValidateGetnMapdv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateGetnMapfv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v)
+{
+ return true;
+}
+
+bool ValidateGetnMapiv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLint *v)
+{
+ return true;
+}
+
+bool ValidateGetnMinmax(Context *context,
+ GLenum target,
+ GLboolean reset,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *values)
+{
+ return true;
+}
+
+bool ValidateGetnPixelMapfv(Context *context, GLenum map, GLsizei bufSize, GLfloat *values)
+{
+ return true;
+}
+
+bool ValidateGetnPixelMapuiv(Context *context, GLenum map, GLsizei bufSize, GLuint *values)
+{
+ return true;
+}
+
+bool ValidateGetnPixelMapusv(Context *context, GLenum map, GLsizei bufSize, GLushort *values)
+{
+ return true;
+}
+
+bool ValidateGetnPolygonStipple(Context *context, GLsizei bufSize, GLubyte *pattern)
+{
+ return true;
+}
+
+bool ValidateGetnSeparableFilter(Context *context,
+ GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei rowBufSize,
+ void *row,
+ GLsizei columnBufSize,
+ void *column,
+ void *span)
+{
+ return true;
+}
+
+bool ValidateGetnTexImage(Context *context,
+ GLenum target,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetnUniformdv(Context *context,
+ GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLdouble *params)
+{
+ return true;
+}
+
+bool ValidateGetnUniformfv(Context *context,
+ GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLfloat *params)
+{
+ return true;
+}
+
+bool ValidateGetnUniformiv(Context *context,
+ GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetnUniformuiv(Context *context,
+ GLuint program,
+ GLint location,
+ GLsizei bufSize,
+ GLuint *params)
+{
+ return true;
+}
+
+bool ValidateInvalidateNamedFramebufferData(Context *context,
+ GLuint framebuffer,
+ GLsizei numAttachments,
+ const GLenum *attachments)
+{
+ return true;
+}
+
+bool ValidateInvalidateNamedFramebufferSubData(Context *context,
+ GLuint framebuffer,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateMapNamedBuffer(Context *context, GLuint buffer, GLenum access)
+{
+ return true;
+}
+
+bool ValidateMapNamedBufferRange(Context *context,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+ return true;
+}
+
+bool ValidateNamedBufferData(Context *context,
+ GLuint buffer,
+ GLsizeiptr size,
+ const void *data,
+ GLenum usage)
+{
+ return true;
+}
+
+bool ValidateNamedBufferStorage(Context *context,
+ GLuint buffer,
+ GLsizeiptr size,
+ const void *data,
+ GLbitfield flags)
+{
+ return true;
+}
+
+bool ValidateNamedBufferSubData(Context *context,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferDrawBuffer(Context *context, GLuint framebuffer, GLenum buf)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferDrawBuffers(Context *context,
+ GLuint framebuffer,
+ GLsizei n,
+ const GLenum *bufs)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferParameteri(Context *context,
+ GLuint framebuffer,
+ GLenum pname,
+ GLint param)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferReadBuffer(Context *context, GLuint framebuffer, GLenum src)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferRenderbuffer(Context *context,
+ GLuint framebuffer,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ GLuint renderbuffer)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferTexture(Context *context,
+ GLuint framebuffer,
+ GLenum attachment,
+ GLuint texture,
+ GLint level)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferTextureLayer(Context *context,
+ GLuint framebuffer,
+ GLenum attachment,
+ GLuint texture,
+ GLint level,
+ GLint layer)
+{
+ return true;
+}
+
+bool ValidateNamedRenderbufferStorage(Context *context,
+ GLuint renderbuffer,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateNamedRenderbufferStorageMultisample(Context *context,
+ GLuint renderbuffer,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateReadnPixels(Context *context,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ void *data)
+{
+ return true;
+}
+
+bool ValidateTextureBarrier(Context *context)
+{
+ return true;
+}
+
+bool ValidateTextureBuffer(Context *context, GLuint texture, GLenum internalformat, GLuint buffer)
+{
+ return true;
+}
+
+bool ValidateTextureBufferRange(Context *context,
+ GLuint texture,
+ GLenum internalformat,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return true;
+}
+
+bool ValidateTextureParameterIiv(Context *context,
+ GLuint texture,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateTextureParameterIuiv(Context *context,
+ GLuint texture,
+ GLenum pname,
+ const GLuint *params)
+{
+ return true;
+}
+
+bool ValidateTextureParameterf(Context *context, GLuint texture, GLenum pname, GLfloat param)
+{
+ return true;
+}
+
+bool ValidateTextureParameterfv(Context *context,
+ GLuint texture,
+ GLenum pname,
+ const GLfloat *param)
+{
+ return true;
+}
+
+bool ValidateTextureParameteri(Context *context, GLuint texture, GLenum pname, GLint param)
+{
+ return true;
+}
+
+bool ValidateTextureParameteriv(Context *context, GLuint texture, GLenum pname, const GLint *param)
+{
+ return true;
+}
+
+bool ValidateTextureStorage1D(Context *context,
+ GLuint texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width)
+{
+ return true;
+}
+
+bool ValidateTextureStorage2D(Context *context,
+ GLuint texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateTextureStorage2DMultisample(Context *context,
+ GLuint texture,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+ return true;
+}
+
+bool ValidateTextureStorage3D(Context *context,
+ GLuint texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return true;
+}
+
+bool ValidateTextureStorage3DMultisample(Context *context,
+ GLuint texture,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations)
+{
+ return true;
+}
+
+bool ValidateTextureSubImage1D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateTextureSubImage2D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateTextureSubImage3D(Context *context,
+ GLuint texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateTransformFeedbackBufferBase(Context *context, GLuint xfb, GLuint index, GLuint buffer)
+{
+ return true;
+}
+
+bool ValidateTransformFeedbackBufferRange(Context *context,
+ GLuint xfb,
+ GLuint index,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return true;
+}
+
+bool ValidateUnmapNamedBuffer(Context *context, GLuint buffer)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribBinding(Context *context,
+ GLuint vaobj,
+ GLuint attribindex,
+ GLuint bindingindex)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribFormat(Context *context,
+ GLuint vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribIFormat(Context *context,
+ GLuint vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribLFormat(Context *context,
+ GLuint vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateVertexArrayBindingDivisor(Context *context,
+ GLuint vaobj,
+ GLuint bindingindex,
+ GLuint divisor)
+{
+ return true;
+}
+
+bool ValidateVertexArrayElementBuffer(Context *context, GLuint vaobj, GLuint buffer)
+{
+ return true;
+}
+
+bool ValidateVertexArrayVertexBuffer(Context *context,
+ GLuint vaobj,
+ GLuint bindingindex,
+ GLuint buffer,
+ GLintptr offset,
+ GLsizei stride)
+{
+ return true;
+}
+
+bool ValidateVertexArrayVertexBuffers(Context *context,
+ GLuint vaobj,
+ GLuint first,
+ GLsizei count,
+ const GLuint *buffers,
+ const GLintptr *offsets,
+ const GLsizei *strides)
+{
+ return true;
+}
+
+} // namespace gl