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-rw-r--r--gfx/angle/checkout/src/libANGLE/validationGL4.cpp2223
1 files changed, 2223 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL4.cpp b/gfx/angle/checkout/src/libANGLE/validationGL4.cpp
new file mode 100644
index 0000000000..066391d1d9
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/validationGL4.cpp
@@ -0,0 +1,2223 @@
+//
+// 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.
+//
+
+// validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters
+
+#include "libANGLE/validationGL4_autogen.h"
+
+namespace gl
+{
+
+bool ValidateBeginQueryIndexed(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ QueryID id)
+{
+ return true;
+}
+
+bool ValidateDrawTransformFeedback(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum mode,
+ TransformFeedbackID id)
+{
+ return true;
+}
+
+bool ValidateDrawTransformFeedbackStream(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum mode,
+ TransformFeedbackID id,
+ GLuint stream)
+{
+ return true;
+}
+
+bool ValidateEndQueryIndexed(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index)
+{
+ return true;
+}
+
+bool ValidateGetActiveSubroutineName(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum shadertype,
+ GLuint index,
+ GLsizei bufsize,
+ const GLsizei *length,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetActiveSubroutineUniformName(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum shadertype,
+ GLuint index,
+ GLsizei bufsize,
+ const GLsizei *length,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetActiveSubroutineUniformiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum shadertype,
+ GLuint index,
+ GLenum pname,
+ const GLint *values)
+{
+ return true;
+}
+
+bool ValidateGetProgramStageiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum shadertype,
+ GLenum pname,
+ const GLint *values)
+{
+ return true;
+}
+
+bool ValidateGetQueryIndexediv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetSubroutineIndex(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum shadertype,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetSubroutineUniformLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum shadertype,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateGetUniformSubroutineuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum shadertype,
+ GLint location,
+ const GLuint *params)
+{
+ return true;
+}
+
+bool ValidateGetUniformdv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ const GLdouble *params)
+{
+ return true;
+}
+
+bool ValidatePatchParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ const GLfloat *values)
+{
+ return true;
+}
+
+bool ValidateUniform1d(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLdouble x)
+{
+ return true;
+}
+
+bool ValidateUniform1dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniform2d(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLdouble x,
+ GLdouble y)
+{
+ return true;
+}
+
+bool ValidateUniform2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniform3d(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLdouble x,
+ GLdouble y,
+ GLdouble z)
+{
+ return true;
+}
+
+bool ValidateUniform3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniform4d(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLdouble x,
+ GLdouble y,
+ GLdouble z,
+ GLdouble w)
+{
+ return true;
+}
+
+bool ValidateUniform4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix2x3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix2x4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix3x2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix3x4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix4x2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformMatrix4x3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateUniformSubroutinesuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum shadertype,
+ GLsizei count,
+ const GLuint *indices)
+{
+ return true;
+}
+
+bool ValidateDepthRangeArrayv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateDepthRangeIndexed(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLdouble n,
+ GLdouble f)
+{
+ return true;
+}
+
+bool ValidateGetDoublei_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ const GLdouble *data)
+{
+ return true;
+}
+
+bool ValidateGetFloati_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ const GLfloat *data)
+{
+ return true;
+}
+
+bool ValidateGetVertexAttribLdv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum pname,
+ const GLdouble *params)
+{
+ return true;
+}
+
+bool ValidateProgramUniform1d(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLdouble v0)
+{
+ return true;
+}
+
+bool ValidateProgramUniform1dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniform2d(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLdouble v0,
+ GLdouble v1)
+{
+ return true;
+}
+
+bool ValidateProgramUniform2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniform3d(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLdouble v0,
+ GLdouble v1,
+ GLdouble v2)
+{
+ return true;
+}
+
+bool ValidateProgramUniform3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniform4d(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLdouble v0,
+ GLdouble v1,
+ GLdouble v2,
+ GLdouble v3)
+{
+ return true;
+}
+
+bool ValidateProgramUniform4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix2x3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix2x4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix3x2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix3x4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix4x2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateProgramUniformMatrix4x3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLdouble *value)
+{
+ return true;
+}
+
+bool ValidateScissorArrayv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const GLint *v)
+{
+ return true;
+}
+
+bool ValidateScissorIndexed(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint left,
+ GLint bottom,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateScissorIndexedv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLint *v)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL1d(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLdouble x)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL1dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL2d(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLdouble x,
+ GLdouble y)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL2dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL3d(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLdouble x,
+ GLdouble y,
+ GLdouble z)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL3dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL4d(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLdouble x,
+ GLdouble y,
+ GLdouble z,
+ GLdouble w)
+{
+ return true;
+}
+
+bool ValidateVertexAttribL4dv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateVertexAttribLPointer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint size,
+ GLenum type,
+ GLsizei stride,
+ const void *pointer)
+{
+ return true;
+}
+
+bool ValidateViewportArrayv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const GLfloat *v)
+{
+ return true;
+}
+
+bool ValidateViewportIndexedf(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLfloat x,
+ GLfloat y,
+ GLfloat w,
+ GLfloat h)
+{
+ return true;
+}
+
+bool ValidateViewportIndexedfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLfloat *v)
+{
+ return true;
+}
+
+bool ValidateDrawArraysInstancedBaseInstance(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode mode,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount,
+ GLuint baseinstance)
+{
+ return true;
+}
+
+bool ValidateDrawElementsInstancedBaseInstance(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode mode,
+ GLsizei count,
+ DrawElementsType type,
+ const void *indices,
+ GLsizei instancecount,
+ GLuint baseinstance)
+{
+ return true;
+}
+
+bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode mode,
+ GLsizei count,
+ DrawElementsType type,
+ const void *indices,
+ GLsizei instancecount,
+ GLint basevertex,
+ GLuint baseinstance)
+{
+ return true;
+}
+
+bool ValidateDrawTransformFeedbackInstanced(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum mode,
+ TransformFeedbackID id,
+ GLsizei instancecount)
+{
+ return true;
+}
+
+bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum mode,
+ TransformFeedbackID id,
+ GLuint stream,
+ GLsizei instancecount)
+{
+ return true;
+}
+
+bool ValidateGetActiveAtomicCounterBufferiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLuint bufferIndex,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateTexStorage1D(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width)
+{
+ return true;
+}
+
+bool ValidateClearBufferData(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum internalformat,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateClearBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum internalformat,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateGetInternalformati64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei bufSize,
+ const GLint64 *params)
+{
+ return true;
+}
+
+bool ValidateGetProgramResourceLocationIndex(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLenum programInterface,
+ const GLchar *name)
+{
+ return true;
+}
+
+bool ValidateInvalidateBufferData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer)
+{
+ return true;
+}
+
+bool ValidateInvalidateBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr length)
+{
+ return true;
+}
+
+bool ValidateInvalidateTexImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level)
+{
+ return true;
+}
+
+bool ValidateInvalidateTexSubImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return true;
+}
+
+bool ValidateMultiDrawArraysIndirect(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride)
+{
+ return true;
+}
+
+bool ValidateMultiDrawElementsIndirect(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ DrawElementsType typePacked,
+ const void *indirect,
+ GLsizei drawcount,
+ GLsizei stride)
+{
+ return true;
+}
+
+bool ValidateShaderStorageBlockBinding(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ GLuint storageBlockIndex,
+ GLuint storageBlockBinding)
+{
+ return true;
+}
+
+bool ValidateTextureView(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum target,
+ GLuint origtexture,
+ GLenum internalformat,
+ GLuint minlevel,
+ GLuint numlevels,
+ GLuint minlayer,
+ GLuint numlayers)
+{
+ return true;
+}
+
+bool ValidateVertexAttribLFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateBindBuffersBase(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint first,
+ GLsizei count,
+ const BufferID *buffers)
+{
+ return true;
+}
+
+bool ValidateBindBuffersRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint first,
+ GLsizei count,
+ const BufferID *buffers,
+ const GLintptr *offsets,
+ const GLsizeiptr *sizes)
+{
+ return true;
+}
+
+bool ValidateBindImageTextures(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const GLuint *textures)
+{
+ return true;
+}
+
+bool ValidateBindSamplers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const GLuint *samplers)
+{
+ return true;
+}
+
+bool ValidateBindTextures(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const GLuint *textures)
+{
+ return true;
+}
+
+bool ValidateBindVertexBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint first,
+ GLsizei count,
+ const BufferID *buffers,
+ const GLintptr *offsets,
+ const GLsizei *strides)
+{
+ return true;
+}
+
+bool ValidateBufferStorage(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLsizeiptr size,
+ const void *data,
+ GLbitfield flags)
+{
+ return true;
+}
+
+bool ValidateClearTexImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateClearTexSubImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateBindTextureUnit(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint unit,
+ TextureID texture)
+{
+ return true;
+}
+
+bool ValidateBlitNamedFramebuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ 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(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum target)
+{
+ return true;
+}
+
+bool ValidateClearNamedBufferData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLenum internalformat,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateClearNamedBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLenum internalformat,
+ GLintptr offset,
+ GLsizeiptr size,
+ GLenum format,
+ GLenum type,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferfi(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat *value)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLint *value)
+{
+ return true;
+}
+
+bool ValidateClearNamedFramebufferuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLuint *value)
+{
+ return true;
+}
+
+bool ValidateClipControl(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum origin,
+ GLenum depth)
+{
+ return true;
+}
+
+bool ValidateCompressedTextureSubImage1D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateCompressedTextureSubImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateCompressedTextureSubImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID 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(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint readBuffer,
+ GLuint writeBuffer,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size)
+{
+ return true;
+}
+
+bool ValidateCopyTextureSubImage1D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint x,
+ GLint y,
+ GLsizei width)
+{
+ return true;
+}
+
+bool ValidateCopyTextureSubImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateCopyTextureSubImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateCreateBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const BufferID *buffers)
+{
+ return true;
+}
+
+bool ValidateCreateFramebuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const GLuint *framebuffers)
+{
+ return true;
+}
+
+bool ValidateCreateProgramPipelines(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const GLuint *pipelines)
+{
+ return true;
+}
+
+bool ValidateCreateQueries(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei n,
+ const GLuint *ids)
+{
+ return true;
+}
+
+bool ValidateCreateRenderbuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const RenderbufferID *renderbuffers)
+{
+ return true;
+}
+
+bool ValidateCreateSamplers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const GLuint *samplers)
+{
+ return true;
+}
+
+bool ValidateCreateTextures(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei n,
+ const GLuint *textures)
+{
+ return true;
+}
+
+bool ValidateCreateTransformFeedbacks(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const GLuint *ids)
+{
+ return true;
+}
+
+bool ValidateCreateVertexArrays(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const VertexArrayID *arrays)
+{
+ return true;
+}
+
+bool ValidateDisableVertexArrayAttrib(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint index)
+{
+ return true;
+}
+
+bool ValidateEnableVertexArrayAttrib(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint index)
+{
+ return true;
+}
+
+bool ValidateFlushMappedNamedBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr length)
+{
+ return true;
+}
+
+bool ValidateGenerateTextureMipmap(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture)
+{
+ return true;
+}
+
+bool ValidateGetCompressedTextureImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetCompressedTextureSubImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferParameteri64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLenum pname,
+ const GLint64 *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferPointerv(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLenum pname,
+ void *const *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum attachment,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetNamedFramebufferParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum pname,
+ const GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetNamedRenderbufferParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ RenderbufferID renderbuffer,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjecti64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint id,
+ BufferID buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjectiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint id,
+ BufferID buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjectui64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint id,
+ BufferID buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetQueryBufferObjectuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint id,
+ BufferID buffer,
+ GLenum pname,
+ GLintptr offset)
+{
+ return true;
+}
+
+bool ValidateGetTextureImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetTextureLevelParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLenum pname,
+ const GLfloat *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureLevelParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameterIiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameterIuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLuint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLfloat *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateGetTextureSubImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetTransformFeedbacki64_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint xfb,
+ GLenum pname,
+ GLuint index,
+ const GLint64 *param)
+{
+ return true;
+}
+
+bool ValidateGetTransformFeedbacki_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint xfb,
+ GLenum pname,
+ GLuint index,
+ const GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetTransformFeedbackiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint xfb,
+ GLenum pname,
+ const GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetVertexArrayIndexed64iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint index,
+ GLenum pname,
+ const GLint64 *param)
+{
+ return true;
+}
+
+bool ValidateGetVertexArrayIndexediv(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint index,
+ GLenum pname,
+ const GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetVertexArrayiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLenum pname,
+ const GLint *param)
+{
+ return true;
+}
+
+bool ValidateGetnColorTable(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *table)
+{
+ return true;
+}
+
+bool ValidateGetnCompressedTexImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLint lod,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetnConvolutionFilter(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *image)
+{
+ return true;
+}
+
+bool ValidateGetnHistogram(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLboolean reset,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *values)
+{
+ return true;
+}
+
+bool ValidateGetnMapdv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum query,
+ GLsizei bufSize,
+ const GLdouble *v)
+{
+ return true;
+}
+
+bool ValidateGetnMapfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum query,
+ GLsizei bufSize,
+ const GLfloat *v)
+{
+ return true;
+}
+
+bool ValidateGetnMapiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum query,
+ GLsizei bufSize,
+ const GLint *v)
+{
+ return true;
+}
+
+bool ValidateGetnMinmax(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLboolean reset,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *values)
+{
+ return true;
+}
+
+bool ValidateGetnPixelMapfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum map,
+ GLsizei bufSize,
+ const GLfloat *values)
+{
+ return true;
+}
+
+bool ValidateGetnPixelMapuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum map,
+ GLsizei bufSize,
+ const GLuint *values)
+{
+ return true;
+}
+
+bool ValidateGetnPixelMapusv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum map,
+ GLsizei bufSize,
+ const GLushort *values)
+{
+ return true;
+}
+
+bool ValidateGetnPolygonStipple(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei bufSize,
+ const GLubyte *pattern)
+{
+ return true;
+}
+
+bool ValidateGetnSeparableFilter(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum format,
+ GLenum type,
+ GLsizei rowBufSize,
+ const void *row,
+ GLsizei columnBufSize,
+ const void *column,
+ const void *span)
+{
+ return true;
+}
+
+bool ValidateGetnTexImage(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLint level,
+ GLenum format,
+ GLenum type,
+ GLsizei bufSize,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateGetnUniformdv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID program,
+ UniformLocation location,
+ GLsizei bufSize,
+ const GLdouble *params)
+{
+ return true;
+}
+
+bool ValidateInvalidateNamedFramebufferData(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLsizei numAttachments,
+ const GLenum *attachments)
+{
+ return true;
+}
+
+bool ValidateInvalidateNamedFramebufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateMapNamedBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLenum access)
+{
+ return true;
+}
+
+bool ValidateMapNamedBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access)
+{
+ return true;
+}
+
+bool ValidateNamedBufferData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLsizeiptr size,
+ const void *data,
+ GLenum usage)
+{
+ return true;
+}
+
+bool ValidateNamedBufferStorage(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLsizeiptr size,
+ const void *data,
+ GLbitfield flags)
+{
+ return true;
+}
+
+bool ValidateNamedBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferDrawBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum buf)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferDrawBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLsizei n,
+ const GLenum *bufs)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferParameteri(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum pname,
+ GLint param)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferReadBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum src)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferRenderbuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ RenderbufferID renderbuffer)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferTexture(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum attachment,
+ TextureID texture,
+ GLint level)
+{
+ return true;
+}
+
+bool ValidateNamedFramebufferTextureLayer(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebuffer,
+ GLenum attachment,
+ TextureID texture,
+ GLint level,
+ GLint layer)
+{
+ return true;
+}
+
+bool ValidateNamedRenderbufferStorage(const Context *context,
+ angle::EntryPoint entryPoint,
+ RenderbufferID renderbuffer,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateNamedRenderbufferStorageMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ RenderbufferID renderbuffer,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateTextureBarrier(const Context *context, angle::EntryPoint entryPoint)
+{
+ return true;
+}
+
+bool ValidateTextureBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum internalformat,
+ BufferID buffer)
+{
+ return true;
+}
+
+bool ValidateTextureBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum internalformat,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return true;
+}
+
+bool ValidateTextureParameterIiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLint *params)
+{
+ return true;
+}
+
+bool ValidateTextureParameterIuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLuint *params)
+{
+ return true;
+}
+
+bool ValidateTextureParameterf(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ GLfloat param)
+{
+ return true;
+}
+
+bool ValidateTextureParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLfloat *param)
+{
+ return true;
+}
+
+bool ValidateTextureParameteri(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ GLint param)
+{
+ return true;
+}
+
+bool ValidateTextureParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLenum pname,
+ const GLint *param)
+{
+ return true;
+}
+
+bool ValidateTextureStorage1D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width)
+{
+ return true;
+}
+
+bool ValidateTextureStorage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height)
+{
+ return true;
+}
+
+bool ValidateTextureStorage2DMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations)
+{
+ return true;
+}
+
+bool ValidateTextureStorage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth)
+{
+ return true;
+}
+
+bool ValidateTextureStorage3DMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations)
+{
+ return true;
+}
+
+bool ValidateTextureSubImage1D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLsizei width,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateTextureSubImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texture,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels)
+{
+ return true;
+}
+
+bool ValidateTextureSubImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID 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(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint xfb,
+ GLuint index,
+ BufferID buffer)
+{
+ return true;
+}
+
+bool ValidateTransformFeedbackBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint xfb,
+ GLuint index,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizeiptr size)
+{
+ return true;
+}
+
+bool ValidateUnmapNamedBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID buffer)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribBinding(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint attribindex,
+ GLuint bindingindex)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLboolean normalized,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribIFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateVertexArrayAttribLFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint attribindex,
+ GLint size,
+ GLenum type,
+ GLuint relativeoffset)
+{
+ return true;
+}
+
+bool ValidateVertexArrayBindingDivisor(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint bindingindex,
+ GLuint divisor)
+{
+ return true;
+}
+
+bool ValidateVertexArrayElementBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ BufferID buffer)
+{
+ return true;
+}
+
+bool ValidateVertexArrayVertexBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint bindingindex,
+ BufferID buffer,
+ GLintptr offset,
+ GLsizei stride)
+{
+ return true;
+}
+
+bool ValidateVertexArrayVertexBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID vaobj,
+ GLuint first,
+ GLsizei count,
+ const BufferID *buffers,
+ const GLintptr *offsets,
+ const GLsizei *strides)
+{
+ return true;
+}
+
+bool ValidateMultiDrawArraysIndirectCount(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum mode,
+ const void *indirect,
+ GLintptr drawcount,
+ GLsizei maxdrawcount,
+ GLsizei stride)
+{
+ return true;
+}
+
+bool ValidateMultiDrawElementsIndirectCount(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum mode,
+ GLenum type,
+ const void *indirect,
+ GLintptr drawcount,
+ GLsizei maxdrawcount,
+ GLsizei stride)
+{
+ return true;
+}
+
+bool ValidatePolygonOffsetClamp(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLfloat factor,
+ GLfloat units,
+ GLfloat clamp)
+{
+ return true;
+}
+
+bool ValidateSpecializeShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint shader,
+ const GLchar *pEntryPoint,
+ GLuint numSpecializationConstants,
+ const GLuint *pConstantIndex,
+ const GLuint *pConstantValue)
+{
+ return true;
+}
+
+} // namespace gl