// // 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. // // validationGL1.cpp: Validation functions for OpenGL 1.0 entry point parameters #include "libANGLE/validationGL1_autogen.h" namespace gl { bool ValidateAccum(const Context *, angle::EntryPoint entryPoint, GLenum op, GLfloat value) { return true; } bool ValidateBegin(const Context *, angle::EntryPoint entryPoint, GLenum mode) { return true; } bool ValidateBitmap(const Context *, angle::EntryPoint entryPoint, GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap) { return true; } bool ValidateCallList(const Context *, angle::EntryPoint entryPoint, GLuint list) { return true; } bool ValidateCallLists(const Context *, angle::EntryPoint entryPoint, GLsizei n, GLenum type, const void *lists) { return true; } bool ValidateClearAccum(const Context *, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { return true; } bool ValidateClearDepth(const Context *, angle::EntryPoint entryPoint, GLdouble depth) { return true; } bool ValidateClearIndex(const Context *, angle::EntryPoint entryPoint, GLfloat c) { return true; } bool ValidateClipPlane(const Context *, angle::EntryPoint entryPoint, GLenum plane, const GLdouble *equation) { return true; } bool ValidateColor3b(const Context *, angle::EntryPoint entryPoint, GLbyte red, GLbyte green, GLbyte blue) { return true; } bool ValidateColor3bv(const Context *, angle::EntryPoint entryPoint, const GLbyte *v) { return true; } bool ValidateColor3d(const Context *, angle::EntryPoint entryPoint, GLdouble red, GLdouble green, GLdouble blue) { return true; } bool ValidateColor3dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateColor3f(const Context *, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue) { return true; } bool ValidateColor3fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateColor3i(const Context *, angle::EntryPoint entryPoint, GLint red, GLint green, GLint blue) { return true; } bool ValidateColor3iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateColor3s(const Context *, angle::EntryPoint entryPoint, GLshort red, GLshort green, GLshort blue) { return true; } bool ValidateColor3sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateColor3ub(const Context *, angle::EntryPoint entryPoint, GLubyte red, GLubyte green, GLubyte blue) { return true; } bool ValidateColor3ubv(const Context *, angle::EntryPoint entryPoint, const GLubyte *v) { return true; } bool ValidateColor3ui(const Context *, angle::EntryPoint entryPoint, GLuint red, GLuint green, GLuint blue) { return true; } bool ValidateColor3uiv(const Context *, angle::EntryPoint entryPoint, const GLuint *v) { return true; } bool ValidateColor3us(const Context *, angle::EntryPoint entryPoint, GLushort red, GLushort green, GLushort blue) { return true; } bool ValidateColor3usv(const Context *, angle::EntryPoint entryPoint, const GLushort *v) { return true; } bool ValidateColor4b(const Context *, angle::EntryPoint entryPoint, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) { return true; } bool ValidateColor4bv(const Context *, angle::EntryPoint entryPoint, const GLbyte *v) { return true; } bool ValidateColor4d(const Context *, angle::EntryPoint entryPoint, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) { return true; } bool ValidateColor4dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateColor4fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateColor4i(const Context *, angle::EntryPoint entryPoint, GLint red, GLint green, GLint blue, GLint alpha) { return true; } bool ValidateColor4iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateColor4s(const Context *, angle::EntryPoint entryPoint, GLshort red, GLshort green, GLshort blue, GLshort alpha) { return true; } bool ValidateColor4sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateColor4ubv(const Context *, angle::EntryPoint entryPoint, const GLubyte *v) { return true; } bool ValidateColor4ui(const Context *, angle::EntryPoint entryPoint, GLuint red, GLuint green, GLuint blue, GLuint alpha) { return true; } bool ValidateColor4uiv(const Context *, angle::EntryPoint entryPoint, const GLuint *v) { return true; } bool ValidateColor4us(const Context *, angle::EntryPoint entryPoint, GLushort red, GLushort green, GLushort blue, GLushort alpha) { return true; } bool ValidateColor4usv(const Context *, angle::EntryPoint entryPoint, const GLushort *v) { return true; } bool ValidateColorMaterial(const Context *, angle::EntryPoint entryPoint, GLenum face, GLenum mode) { return true; } bool ValidateCopyPixels(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) { return true; } bool ValidateDeleteLists(const Context *, angle::EntryPoint entryPoint, GLuint list, GLsizei range) { return true; } bool ValidateDepthRange(const Context *, angle::EntryPoint entryPoint, GLdouble n, GLdouble f) { return true; } bool ValidateDrawBuffer(const Context *, angle::EntryPoint entryPoint, GLenum buf) { return true; } bool ValidateDrawPixels(const Context *, angle::EntryPoint entryPoint, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateEdgeFlag(const Context *, angle::EntryPoint entryPoint, GLboolean flag) { return true; } bool ValidateEdgeFlagv(const Context *, angle::EntryPoint entryPoint, const GLboolean *flag) { return true; } bool ValidateEnd(const Context *, angle::EntryPoint entryPoint) { return true; } bool ValidateEndList(const Context *, angle::EntryPoint entryPoint) { return true; } bool ValidateEvalCoord1d(const Context *, angle::EntryPoint entryPoint, GLdouble u) { return true; } bool ValidateEvalCoord1dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *u) { return true; } bool ValidateEvalCoord1f(const Context *, angle::EntryPoint entryPoint, GLfloat u) { return true; } bool ValidateEvalCoord1fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *u) { return true; } bool ValidateEvalCoord2d(const Context *, angle::EntryPoint entryPoint, GLdouble u, GLdouble v) { return true; } bool ValidateEvalCoord2dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *u) { return true; } bool ValidateEvalCoord2f(const Context *, angle::EntryPoint entryPoint, GLfloat u, GLfloat v) { return true; } bool ValidateEvalCoord2fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *u) { return true; } bool ValidateEvalMesh1(const Context *, angle::EntryPoint entryPoint, GLenum mode, GLint i1, GLint i2) { return true; } bool ValidateEvalMesh2(const Context *, angle::EntryPoint entryPoint, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) { return true; } bool ValidateEvalPoint1(const Context *, angle::EntryPoint entryPoint, GLint i) { return true; } bool ValidateEvalPoint2(const Context *, angle::EntryPoint entryPoint, GLint i, GLint j) { return true; } bool ValidateFeedbackBuffer(const Context *, angle::EntryPoint entryPoint, GLsizei size, GLenum type, const GLfloat *buffer) { return true; } bool ValidateFogi(const Context *, angle::EntryPoint entryPoint, GLenum pname, GLint param) { return true; } bool ValidateFogiv(const Context *, angle::EntryPoint entryPoint, GLenum pname, const GLint *params) { return true; } bool ValidateFrustum(const Context *, angle::EntryPoint entryPoint, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { return true; } bool ValidateGenLists(const Context *, angle::EntryPoint entryPoint, GLsizei range) { return true; } bool ValidateGetClipPlane(const Context *, angle::EntryPoint entryPoint, GLenum plane, const GLdouble *equation) { return true; } bool ValidateGetDoublev(const Context *, angle::EntryPoint entryPoint, GLenum pname, const GLdouble *data) { return true; } bool ValidateGetLightiv(const Context *, angle::EntryPoint entryPoint, GLenum light, GLenum pname, const GLint *params) { return true; } bool ValidateGetMapdv(const Context *, angle::EntryPoint entryPoint, GLenum target, GLenum query, const GLdouble *v) { return true; } bool ValidateGetMapfv(const Context *, angle::EntryPoint entryPoint, GLenum target, GLenum query, const GLfloat *v) { return true; } bool ValidateGetMapiv(const Context *, angle::EntryPoint entryPoint, GLenum target, GLenum query, const GLint *v) { return true; } bool ValidateGetMaterialiv(const Context *, angle::EntryPoint entryPoint, GLenum face, GLenum pname, const GLint *params) { return true; } bool ValidateGetPixelMapfv(const Context *, angle::EntryPoint entryPoint, GLenum map, const GLfloat *values) { return true; } bool ValidateGetPixelMapuiv(const Context *, angle::EntryPoint entryPoint, GLenum map, const GLuint *values) { return true; } bool ValidateGetPixelMapusv(const Context *, angle::EntryPoint entryPoint, GLenum map, const GLushort *values) { return true; } bool ValidateGetPolygonStipple(const Context *, angle::EntryPoint entryPoint, const GLubyte *mask) { return true; } bool ValidateGetTexGendv(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLdouble *params) { return true; } bool ValidateGetTexGenfv(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLfloat *params) { return true; } bool ValidateGetTexGeniv(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLint *params) { return true; } bool ValidateGetTexImage(const Context *, angle::EntryPoint entryPoint, TextureTarget target, GLint level, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateIndexMask(const Context *, angle::EntryPoint entryPoint, GLuint mask) { return true; } bool ValidateIndexd(const Context *, angle::EntryPoint entryPoint, GLdouble c) { return true; } bool ValidateIndexdv(const Context *, angle::EntryPoint entryPoint, const GLdouble *c) { return true; } bool ValidateIndexf(const Context *, angle::EntryPoint entryPoint, GLfloat c) { return true; } bool ValidateIndexfv(const Context *, angle::EntryPoint entryPoint, const GLfloat *c) { return true; } bool ValidateIndexi(const Context *, angle::EntryPoint entryPoint, GLint c) { return true; } bool ValidateIndexiv(const Context *, angle::EntryPoint entryPoint, const GLint *c) { return true; } bool ValidateIndexs(const Context *, angle::EntryPoint entryPoint, GLshort c) { return true; } bool ValidateIndexsv(const Context *, angle::EntryPoint entryPoint, const GLshort *c) { return true; } bool ValidateInitNames(const Context *, angle::EntryPoint entryPoint) { return true; } bool ValidateIsList(const Context *, angle::EntryPoint entryPoint, GLuint list) { return true; } bool ValidateLightModeli(const Context *, angle::EntryPoint entryPoint, GLenum pname, GLint param) { return true; } bool ValidateLightModeliv(const Context *, angle::EntryPoint entryPoint, GLenum pname, const GLint *params) { return true; } bool ValidateLighti(const Context *, angle::EntryPoint entryPoint, GLenum light, GLenum pname, GLint param) { return true; } bool ValidateLightiv(const Context *, angle::EntryPoint entryPoint, GLenum light, GLenum pname, const GLint *params) { return true; } bool ValidateLineStipple(const Context *, angle::EntryPoint entryPoint, GLint factor, GLushort pattern) { return true; } bool ValidateListBase(const Context *, angle::EntryPoint entryPoint, GLuint base) { return true; } bool ValidateLoadMatrixd(const Context *, angle::EntryPoint entryPoint, const GLdouble *m) { return true; } bool ValidateLoadName(const Context *, angle::EntryPoint entryPoint, GLuint name) { return true; } bool ValidateMap1d(const Context *, angle::EntryPoint entryPoint, GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points) { return true; } bool ValidateMap1f(const Context *, angle::EntryPoint entryPoint, GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points) { return true; } bool ValidateMap2d(const Context *, angle::EntryPoint entryPoint, GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points) { return true; } bool ValidateMap2f(const Context *, angle::EntryPoint entryPoint, GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points) { return true; } bool ValidateMapGrid1d(const Context *, angle::EntryPoint entryPoint, GLint un, GLdouble u1, GLdouble u2) { return true; } bool ValidateMapGrid1f(const Context *, angle::EntryPoint entryPoint, GLint un, GLfloat u1, GLfloat u2) { return true; } bool ValidateMapGrid2d(const Context *, angle::EntryPoint entryPoint, GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) { return true; } bool ValidateMapGrid2f(const Context *, angle::EntryPoint entryPoint, GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) { return true; } bool ValidateMateriali(const Context *, angle::EntryPoint entryPoint, GLenum face, GLenum pname, GLint param) { return true; } bool ValidateMaterialiv(const Context *, angle::EntryPoint entryPoint, GLenum face, GLenum pname, const GLint *params) { return true; } bool ValidateMultMatrixd(const Context *, angle::EntryPoint entryPoint, const GLdouble *m) { return true; } bool ValidateNewList(const Context *, angle::EntryPoint entryPoint, GLuint list, GLenum mode) { return true; } bool ValidateNormal3b(const Context *, angle::EntryPoint entryPoint, GLbyte nx, GLbyte ny, GLbyte nz) { return true; } bool ValidateNormal3bv(const Context *, angle::EntryPoint entryPoint, const GLbyte *v) { return true; } bool ValidateNormal3d(const Context *, angle::EntryPoint entryPoint, GLdouble nx, GLdouble ny, GLdouble nz) { return true; } bool ValidateNormal3dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateNormal3fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateNormal3i(const Context *, angle::EntryPoint entryPoint, GLint nx, GLint ny, GLint nz) { return true; } bool ValidateNormal3iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateNormal3s(const Context *, angle::EntryPoint entryPoint, GLshort nx, GLshort ny, GLshort nz) { return true; } bool ValidateNormal3sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateOrtho(const Context *, angle::EntryPoint entryPoint, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) { return true; } bool ValidatePassThrough(const Context *, angle::EntryPoint entryPoint, GLfloat token) { return true; } bool ValidatePixelMapfv(const Context *, angle::EntryPoint entryPoint, GLenum map, GLsizei mapsize, const GLfloat *values) { return true; } bool ValidatePixelMapuiv(const Context *, angle::EntryPoint entryPoint, GLenum map, GLsizei mapsize, const GLuint *values) { return true; } bool ValidatePixelMapusv(const Context *, angle::EntryPoint entryPoint, GLenum map, GLsizei mapsize, const GLushort *values) { return true; } bool ValidatePixelStoref(const Context *, angle::EntryPoint entryPoint, GLenum pname, GLfloat param) { return true; } bool ValidatePixelTransferf(const Context *, angle::EntryPoint entryPoint, GLenum pname, GLfloat param) { return true; } bool ValidatePixelTransferi(const Context *, angle::EntryPoint entryPoint, GLenum pname, GLint param) { return true; } bool ValidatePixelZoom(const Context *, angle::EntryPoint entryPoint, GLfloat xfactor, GLfloat yfactor) { return true; } bool ValidatePolygonMode(const Context *, angle::EntryPoint entryPoint, GLenum face, GLenum mode) { return true; } bool ValidatePolygonStipple(const Context *, angle::EntryPoint entryPoint, const GLubyte *mask) { return true; } bool ValidatePopAttrib(const Context *, angle::EntryPoint entryPoint) { return true; } bool ValidatePopName(const Context *, angle::EntryPoint entryPoint) { return true; } bool ValidatePushAttrib(const Context *, angle::EntryPoint entryPoint, GLbitfield mask) { return true; } bool ValidatePushName(const Context *, angle::EntryPoint entryPoint, GLuint name) { return true; } bool ValidateRasterPos2d(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y) { return true; } bool ValidateRasterPos2dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateRasterPos2f(const Context *, angle::EntryPoint entryPoint, GLfloat x, GLfloat y) { return true; } bool ValidateRasterPos2fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateRasterPos2i(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y) { return true; } bool ValidateRasterPos2iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateRasterPos2s(const Context *, angle::EntryPoint entryPoint, GLshort x, GLshort y) { return true; } bool ValidateRasterPos2sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateRasterPos3d(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateRasterPos3dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateRasterPos3f(const Context *, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z) { return true; } bool ValidateRasterPos3fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateRasterPos3i(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z) { return true; } bool ValidateRasterPos3iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateRasterPos3s(const Context *, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z) { return true; } bool ValidateRasterPos3sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateRasterPos4d(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { return true; } bool ValidateRasterPos4dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateRasterPos4f(const Context *, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { return true; } bool ValidateRasterPos4fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateRasterPos4i(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z, GLint w) { return true; } bool ValidateRasterPos4iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateRasterPos4s(const Context *, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z, GLshort w) { return true; } bool ValidateRasterPos4sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateRectd(const Context *, angle::EntryPoint entryPoint, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) { return true; } bool ValidateRectdv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v1, const GLdouble *v2) { return true; } bool ValidateRectf(const Context *, angle::EntryPoint entryPoint, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { return true; } bool ValidateRectfv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v1, const GLfloat *v2) { return true; } bool ValidateRecti(const Context *, angle::EntryPoint entryPoint, GLint x1, GLint y1, GLint x2, GLint y2) { return true; } bool ValidateRectiv(const Context *, angle::EntryPoint entryPoint, const GLint *v1, const GLint *v2) { return true; } bool ValidateRects(const Context *, angle::EntryPoint entryPoint, GLshort x1, GLshort y1, GLshort x2, GLshort y2) { return true; } bool ValidateRectsv(const Context *, angle::EntryPoint entryPoint, const GLshort *v1, const GLshort *v2) { return true; } bool ValidateRenderMode(const Context *, angle::EntryPoint entryPoint, GLenum mode) { return true; } bool ValidateRotated(const Context *, angle::EntryPoint entryPoint, GLdouble angle, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateScaled(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateSelectBuffer(const Context *, angle::EntryPoint entryPoint, GLsizei size, const GLuint *buffer) { return true; } bool ValidateTexCoord1d(const Context *, angle::EntryPoint entryPoint, GLdouble s) { return true; } bool ValidateTexCoord1dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateTexCoord1f(const Context *, angle::EntryPoint entryPoint, GLfloat s) { return true; } bool ValidateTexCoord1fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateTexCoord1i(const Context *, angle::EntryPoint entryPoint, GLint s) { return true; } bool ValidateTexCoord1iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateTexCoord1s(const Context *, angle::EntryPoint entryPoint, GLshort s) { return true; } bool ValidateTexCoord1sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateTexCoord2d(const Context *, angle::EntryPoint entryPoint, GLdouble s, GLdouble t) { return true; } bool ValidateTexCoord2dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateTexCoord2f(const Context *, angle::EntryPoint entryPoint, GLfloat s, GLfloat t) { return true; } bool ValidateTexCoord2fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateTexCoord2i(const Context *, angle::EntryPoint entryPoint, GLint s, GLint t) { return true; } bool ValidateTexCoord2iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateTexCoord2s(const Context *, angle::EntryPoint entryPoint, GLshort s, GLshort t) { return true; } bool ValidateTexCoord2sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateTexCoord3d(const Context *, angle::EntryPoint entryPoint, GLdouble s, GLdouble t, GLdouble r) { return true; } bool ValidateTexCoord3dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateTexCoord3f(const Context *, angle::EntryPoint entryPoint, GLfloat s, GLfloat t, GLfloat r) { return true; } bool ValidateTexCoord3fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateTexCoord3i(const Context *, angle::EntryPoint entryPoint, GLint s, GLint t, GLint r) { return true; } bool ValidateTexCoord3iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateTexCoord3s(const Context *, angle::EntryPoint entryPoint, GLshort s, GLshort t, GLshort r) { return true; } bool ValidateTexCoord3sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateTexCoord4d(const Context *, angle::EntryPoint entryPoint, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { return true; } bool ValidateTexCoord4dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateTexCoord4f(const Context *, angle::EntryPoint entryPoint, GLfloat s, GLfloat t, GLfloat r, GLfloat q) { return true; } bool ValidateTexCoord4fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateTexCoord4i(const Context *, angle::EntryPoint entryPoint, GLint s, GLint t, GLint r, GLint q) { return true; } bool ValidateTexCoord4iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateTexCoord4s(const Context *, angle::EntryPoint entryPoint, GLshort s, GLshort t, GLshort r, GLshort q) { return true; } bool ValidateTexCoord4sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateTexGend(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, GLdouble param) { return true; } bool ValidateTexGendv(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLdouble *params) { return true; } bool ValidateTexGenf(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, GLfloat param) { return true; } bool ValidateTexGenfv(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLfloat *params) { return true; } bool ValidateTexGeni(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, GLint param) { return true; } bool ValidateTexGeniv(const Context *, angle::EntryPoint entryPoint, GLenum coord, GLenum pname, const GLint *params) { return true; } bool ValidateTexImage1D(const Context *, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateTranslated(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateVertex2d(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y) { return true; } bool ValidateVertex2dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateVertex2f(const Context *, angle::EntryPoint entryPoint, GLfloat x, GLfloat y) { return true; } bool ValidateVertex2fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateVertex2i(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y) { return true; } bool ValidateVertex2iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateVertex2s(const Context *, angle::EntryPoint entryPoint, GLshort x, GLshort y) { return true; } bool ValidateVertex2sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateVertex3d(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateVertex3dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateVertex3f(const Context *, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z) { return true; } bool ValidateVertex3fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateVertex3i(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z) { return true; } bool ValidateVertex3iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateVertex3s(const Context *, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z) { return true; } bool ValidateVertex3sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateVertex4d(const Context *, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z, GLdouble w) { return true; } bool ValidateVertex4dv(const Context *, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateVertex4f(const Context *, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { return true; } bool ValidateVertex4fv(const Context *, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateVertex4i(const Context *, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z, GLint w) { return true; } bool ValidateVertex4iv(const Context *, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateVertex4s(const Context *, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z, GLshort w) { return true; } bool ValidateVertex4sv(const Context *, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateAreTexturesResident(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *textures, const GLboolean *residences) { return true; } bool ValidateArrayElement(const Context *context, angle::EntryPoint entryPoint, GLint i) { return true; } bool ValidateCopyTexImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) { return true; } bool ValidateCopyTexSubImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { return true; } bool ValidateEdgeFlagPointer(const Context *context, angle::EntryPoint entryPoint, GLsizei stride, const void *pointer) { return true; } bool ValidateIndexPointer(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLsizei stride, const void *pointer) { return true; } bool ValidateIndexub(const Context *context, angle::EntryPoint entryPoint, GLubyte c) { return true; } bool ValidateIndexubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *c) { return true; } bool ValidateInterleavedArrays(const Context *context, angle::EntryPoint entryPoint, GLenum format, GLsizei stride, const void *pointer) { return true; } bool ValidatePopClientAttrib(const Context *context, angle::EntryPoint entryPoint) { return true; } bool ValidatePrioritizeTextures(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *textures, const GLfloat *priorities) { return true; } bool ValidatePushClientAttrib(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask) { return true; } bool ValidateTexSubImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateCompressedTexImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data) { return true; } bool ValidateCompressedTexSubImage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) { return true; } bool ValidateGetCompressedTexImage(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, const void *img) { return true; } bool ValidateLoadTransposeMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m) { return true; } bool ValidateLoadTransposeMatrixf(const Context *context, angle::EntryPoint entryPoint, const GLfloat *m) { return true; } bool ValidateMultTransposeMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m) { return true; } bool ValidateMultTransposeMatrixf(const Context *context, angle::EntryPoint entryPoint, const GLfloat *m) { return true; } bool ValidateMultiTexCoord1d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s) { return true; } bool ValidateMultiTexCoord1dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v) { return true; } bool ValidateMultiTexCoord1f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat s) { return true; } bool ValidateMultiTexCoord1fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v) { return true; } bool ValidateMultiTexCoord1i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s) { return true; } bool ValidateMultiTexCoord1iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v) { return true; } bool ValidateMultiTexCoord1s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s) { return true; } bool ValidateMultiTexCoord1sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v) { return true; } bool ValidateMultiTexCoord2d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s, GLdouble t) { return true; } bool ValidateMultiTexCoord2dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v) { return true; } bool ValidateMultiTexCoord2f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat s, GLfloat t) { return true; } bool ValidateMultiTexCoord2fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v) { return true; } bool ValidateMultiTexCoord2i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s, GLint t) { return true; } bool ValidateMultiTexCoord2iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v) { return true; } bool ValidateMultiTexCoord2s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s, GLshort t) { return true; } bool ValidateMultiTexCoord2sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v) { return true; } bool ValidateMultiTexCoord3d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s, GLdouble t, GLdouble r) { return true; } bool ValidateMultiTexCoord3dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v) { return true; } bool ValidateMultiTexCoord3f(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLfloat s, GLfloat t, GLfloat r) { return true; } bool ValidateMultiTexCoord3fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v) { return true; } bool ValidateMultiTexCoord3i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s, GLint t, GLint r) { return true; } bool ValidateMultiTexCoord3iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v) { return true; } bool ValidateMultiTexCoord3s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s, GLshort t, GLshort r) { return true; } bool ValidateMultiTexCoord3sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v) { return true; } bool ValidateMultiTexCoord4d(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q) { return true; } bool ValidateMultiTexCoord4dv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLdouble *v) { return true; } bool ValidateMultiTexCoord4fv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLfloat *v) { return true; } bool ValidateMultiTexCoord4i(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint s, GLint t, GLint r, GLint q) { return true; } bool ValidateMultiTexCoord4iv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLint *v) { return true; } bool ValidateMultiTexCoord4s(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLshort s, GLshort t, GLshort r, GLshort q) { return true; } bool ValidateMultiTexCoord4sv(const Context *context, angle::EntryPoint entryPoint, GLenum target, const GLshort *v) { return true; } bool ValidateFogCoordPointer(const Context *context, angle::EntryPoint entryPoint, GLenum type, GLsizei stride, const void *pointer) { return true; } bool ValidateFogCoordd(const Context *context, angle::EntryPoint entryPoint, GLdouble coord) { return true; } bool ValidateFogCoorddv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *coord) { return true; } bool ValidateFogCoordf(const Context *context, angle::EntryPoint entryPoint, GLfloat coord) { return true; } bool ValidateFogCoordfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *coord) { return true; } bool ValidateMultiDrawArrays(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, const GLint *first, const GLsizei *count, GLsizei drawcount) { return true; } bool ValidateMultiDrawElements(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, const GLsizei *count, DrawElementsType typePacked, const void *const *indices, GLsizei drawcount) { return true; } bool ValidatePointParameteri(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param) { return true; } bool ValidatePointParameteriv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLint *params) { return true; } bool ValidateSecondaryColor3b(const Context *context, angle::EntryPoint entryPoint, GLbyte red, GLbyte green, GLbyte blue) { return true; } bool ValidateSecondaryColor3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v) { return true; } bool ValidateSecondaryColor3d(const Context *context, angle::EntryPoint entryPoint, GLdouble red, GLdouble green, GLdouble blue) { return true; } bool ValidateSecondaryColor3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateSecondaryColor3f(const Context *context, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue) { return true; } bool ValidateSecondaryColor3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateSecondaryColor3i(const Context *context, angle::EntryPoint entryPoint, GLint red, GLint green, GLint blue) { return true; } bool ValidateSecondaryColor3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateSecondaryColor3s(const Context *context, angle::EntryPoint entryPoint, GLshort red, GLshort green, GLshort blue) { return true; } bool ValidateSecondaryColor3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateSecondaryColor3ub(const Context *context, angle::EntryPoint entryPoint, GLubyte red, GLubyte green, GLubyte blue) { return true; } bool ValidateSecondaryColor3ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v) { return true; } bool ValidateSecondaryColor3ui(const Context *context, angle::EntryPoint entryPoint, GLuint red, GLuint green, GLuint blue) { return true; } bool ValidateSecondaryColor3uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v) { return true; } bool ValidateSecondaryColor3us(const Context *context, angle::EntryPoint entryPoint, GLushort red, GLushort green, GLushort blue) { return true; } bool ValidateSecondaryColor3usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v) { return true; } bool ValidateSecondaryColorPointer(const Context *context, angle::EntryPoint entryPoint, GLint size, GLenum type, GLsizei stride, const void *pointer) { return true; } bool ValidateWindowPos2d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y) { return true; } bool ValidateWindowPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateWindowPos2f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y) { return true; } bool ValidateWindowPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateWindowPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y) { return true; } bool ValidateWindowPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateWindowPos2s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y) { return true; } bool ValidateWindowPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateWindowPos3d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y, GLdouble z) { return true; } bool ValidateWindowPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v) { return true; } bool ValidateWindowPos3f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y, GLfloat z) { return true; } bool ValidateWindowPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v) { return true; } bool ValidateWindowPos3i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLint z) { return true; } bool ValidateWindowPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v) { return true; } bool ValidateWindowPos3s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y, GLshort z) { return true; } bool ValidateWindowPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v) { return true; } bool ValidateGetBufferSubData(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLintptr offset, GLsizeiptr size, const void *data) { return true; } bool ValidateGetQueryObjectiv(const Context *context, angle::EntryPoint entryPoint, QueryID id, GLenum pname, const GLint *params) { return true; } bool ValidateMapBuffer(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLenum access) { return true; } } // namespace gl