// // 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. // // validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters #include "libANGLE/validationGL33_autogen.h" namespace gl { bool ValidateBindFragDataLocationIndexed(Context *context, GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) { return true; } bool ValidateColorP3ui(Context *context, GLenum type, GLuint color) { return true; } bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color) { return true; } bool ValidateColorP4ui(Context *context, GLenum type, GLuint color) { return true; } bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color) { return true; } bool ValidateGetFragDataIndex(Context *context, GLuint program, const GLchar *name) { return true; } bool ValidateGetQueryObjecti64v(Context *context, GLuint id, GLenum pname, GLint64 *params) { return true; } bool ValidateGetQueryObjectui64v(Context *context, GLuint id, GLenum pname, GLuint64 *params) { return true; } bool ValidateGetSamplerParameterIiv(Context *context, GLuint sampler, GLenum pname, GLint *params) { return true; } bool ValidateGetSamplerParameterIuiv(Context *context, GLuint sampler, GLenum pname, GLuint *params) { return true; } bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP1uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP2uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP3uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP4uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords) { return true; } bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateQueryCounter(Context *context, GLuint id, QueryType targetPacked) { return true; } bool ValidateSamplerParameterIiv(Context *context, GLuint sampler, GLenum pname, const GLint *param) { return true; } bool ValidateSamplerParameterIuiv(Context *context, GLuint sampler, GLenum pname, const GLuint *param) { return true; } bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color) { return true; } bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color) { return true; } bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateVertexAttribP1ui(Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP1uiv(Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexAttribP2ui(Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP2uiv(Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexAttribP3ui(Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP3uiv(Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexAttribP4ui(Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP4uiv(Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value) { return true; } bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value) { return true; } bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value) { return true; } bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value) { return true; } bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value) { return true; } bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value) { return true; } } // namespace gl