// // 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