// // 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