diff options
author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
---|---|---|
committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 01:47:29 +0000 |
commit | 0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d (patch) | |
tree | a31f07c9bcca9d56ce61e9a1ffd30ef350d513aa /gfx/angle/checkout/src/libANGLE/validationGL3.cpp | |
parent | Initial commit. (diff) | |
download | firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.tar.xz firefox-esr-0ebf5bdf043a27fd3dfb7f92e0cb63d88954c44d.zip |
Adding upstream version 115.8.0esr.upstream/115.8.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL3.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationGL3.cpp | 634 |
1 files changed, 634 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL3.cpp b/gfx/angle/checkout/src/libANGLE/validationGL3.cpp new file mode 100644 index 0000000000..1e452bd0f4 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL3.cpp @@ -0,0 +1,634 @@ +// +// 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. +// +// validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters + +#include "libANGLE/validationGL3_autogen.h" + +namespace gl +{ + +bool ValidateBeginConditionalRender(const Context *context, + angle::EntryPoint entryPoint, + GLuint id, + GLenum mode) +{ + return true; +} + +bool ValidateBindFragDataLocation(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLuint color, + const GLchar *name) +{ + return true; +} + +bool ValidateClampColor(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum clamp) +{ + return true; +} + +bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint) +{ + return true; +} + +bool ValidateFramebufferTexture1D(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum attachment, + TextureTarget textargetPacked, + TextureID texture, + GLint level) +{ + return true; +} + +bool ValidateFramebufferTexture3D(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum attachment, + TextureTarget textargetPacked, + TextureID texture, + GLint level, + GLint zoffset) +{ + return true; +} + +bool ValidateVertexAttribI1i(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLint x) +{ + return true; +} + +bool ValidateVertexAttribI1iv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribI1ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLuint x) +{ + return true; +} + +bool ValidateVertexAttribI1uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLuint *v) +{ + return true; +} + +bool ValidateVertexAttribI2i(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLint x, + GLint y) +{ + return true; +} + +bool ValidateVertexAttribI2iv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribI2ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLuint x, + GLuint y) +{ + return true; +} + +bool ValidateVertexAttribI2uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLuint *v) +{ + return true; +} + +bool ValidateVertexAttribI3i(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLint x, + GLint y, + GLint z) +{ + return true; +} + +bool ValidateVertexAttribI3iv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribI3ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLuint x, + GLuint y, + GLuint z) +{ + return true; +} + +bool ValidateVertexAttribI3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLuint *v) +{ + return true; +} + +bool ValidateVertexAttribI4bv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLbyte *v) +{ + return true; +} + +bool ValidateVertexAttribI4sv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLshort *v) +{ + return true; +} + +bool ValidateVertexAttribI4ubv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLubyte *v) +{ + return true; +} + +bool ValidateVertexAttribI4usv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLushort *v) +{ + return true; +} + +bool ValidateGetActiveUniformName(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLuint uniformIndex, + GLsizei bufSize, + const GLsizei *length, + const GLchar *uniformName) +{ + return true; +} + +bool ValidatePrimitiveRestartIndex(const Context *context, + angle::EntryPoint entryPoint, + GLuint index) +{ + return true; +} + +bool ValidateMultiDrawElementsBaseVertex(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode mode, + const GLsizei *count, + DrawElementsType type, + const void *const *indices, + GLsizei drawcount, + const GLint *basevertex) +{ + return true; +} + +bool ValidateProvokingVertex(const Context *context, + angle::EntryPoint entryPoint, + ProvokingVertexConvention modePacked) +{ + return true; +} + +bool ValidateTexImage2DMultisample(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLboolean fixedsamplelocations) +{ + return true; +} + +bool ValidateTexImage3DMultisample(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLboolean fixedsamplelocations) +{ + return true; +} + +bool ValidateBindFragDataLocationIndexed(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLuint colorNumber, + GLuint index, + const GLchar *name) +{ + return true; +} + +bool ValidateColorP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint color) +{ + return true; +} + +bool ValidateColorP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *color) +{ + return true; +} + +bool ValidateColorP4ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint color) +{ + return true; +} + +bool ValidateColorP4uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *color) +{ + return true; +} + +bool ValidateGetFragDataIndex(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + const GLchar *name) +{ + return true; +} + +bool ValidateGetQueryObjecti64v(const Context *context, + angle::EntryPoint entryPoint, + QueryID id, + GLenum pname, + const GLint64 *params) +{ + return true; +} + +bool ValidateGetQueryObjectui64v(const Context *context, + angle::EntryPoint entryPoint, + QueryID id, + GLenum pname, + const GLuint64 *params) +{ + return true; +} + +bool ValidateMultiTexCoordP1ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateMultiTexCoordP1uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateMultiTexCoordP2ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateMultiTexCoordP2uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateMultiTexCoordP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateMultiTexCoordP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateMultiTexCoordP4ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateMultiTexCoordP4uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum texture, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateNormalP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateNormalP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateQueryCounter(const Context *context, + angle::EntryPoint entryPoint, + QueryID id, + QueryType targetPacked) +{ + return true; +} + +bool ValidateSecondaryColorP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint color) +{ + return true; +} + +bool ValidateSecondaryColorP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *color) +{ + return true; +} + +bool ValidateTexCoordP1ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateTexCoordP1uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateTexCoordP2ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateTexCoordP2uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateTexCoordP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateTexCoordP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateTexCoordP4ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint coords) +{ + return true; +} + +bool ValidateTexCoordP4uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *coords) +{ + return true; +} + +bool ValidateVertexAttribP1ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + GLuint value) +{ + return true; +} + +bool ValidateVertexAttribP1uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + const GLuint *value) +{ + return true; +} + +bool ValidateVertexAttribP2ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + GLuint value) +{ + return true; +} + +bool ValidateVertexAttribP2uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + const GLuint *value) +{ + return true; +} + +bool ValidateVertexAttribP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + GLuint value) +{ + return true; +} + +bool ValidateVertexAttribP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + const GLuint *value) +{ + return true; +} + +bool ValidateVertexAttribP4ui(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + GLuint value) +{ + return true; +} + +bool ValidateVertexAttribP4uiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum type, + GLboolean normalized, + const GLuint *value) +{ + return true; +} + +bool ValidateVertexP2ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint value) +{ + return true; +} + +bool ValidateVertexP2uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *value) +{ + return true; +} + +bool ValidateVertexP3ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint value) +{ + return true; +} + +bool ValidateVertexP3uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *value) +{ + return true; +} + +bool ValidateVertexP4ui(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + GLuint value) +{ + return true; +} + +bool ValidateVertexP4uiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum type, + const GLuint *value) +{ + return true; +} + +} // namespace gl |