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-rw-r--r--gfx/angle/checkout/src/libANGLE/validationGL3.cpp634
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