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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL1.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationGL1.cpp | 1843 |
1 files changed, 1843 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL1.cpp b/gfx/angle/checkout/src/libANGLE/validationGL1.cpp new file mode 100644 index 0000000000..8a77398a9d --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL1.cpp @@ -0,0 +1,1843 @@ +// +// 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 *, GLenum op, GLfloat value) +{ + return true; +} + +bool ValidateBegin(const Context *, GLenum mode) +{ + return true; +} + +bool ValidateBitmap(const Context *, + GLsizei width, + GLsizei height, + GLfloat xorig, + GLfloat yorig, + GLfloat xmove, + GLfloat ymove, + const GLubyte *bitmap) +{ + return true; +} + +bool ValidateCallList(const Context *, GLuint list) +{ + return true; +} + +bool ValidateCallLists(const Context *, GLsizei n, GLenum type, const void *lists) +{ + return true; +} + +bool ValidateClearAccum(const Context *, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) +{ + return true; +} + +bool ValidateClearDepth(const Context *, GLdouble depth) +{ + return true; +} + +bool ValidateClearIndex(const Context *, GLfloat c) +{ + return true; +} + +bool ValidateClipPlane(const Context *, GLenum plane, const GLdouble *equation) +{ + return true; +} + +bool ValidateColor3b(const Context *, GLbyte red, GLbyte green, GLbyte blue) +{ + return true; +} + +bool ValidateColor3bv(const Context *, const GLbyte *v) +{ + return true; +} + +bool ValidateColor3d(const Context *, GLdouble red, GLdouble green, GLdouble blue) +{ + return true; +} + +bool ValidateColor3dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateColor3f(const Context *, GLfloat red, GLfloat green, GLfloat blue) +{ + return true; +} + +bool ValidateColor3fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateColor3i(const Context *, GLint red, GLint green, GLint blue) +{ + return true; +} + +bool ValidateColor3iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateColor3s(const Context *, GLshort red, GLshort green, GLshort blue) +{ + return true; +} + +bool ValidateColor3sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateColor3ub(const Context *, GLubyte red, GLubyte green, GLubyte blue) +{ + return true; +} + +bool ValidateColor3ubv(const Context *, const GLubyte *v) +{ + return true; +} + +bool ValidateColor3ui(const Context *, GLuint red, GLuint green, GLuint blue) +{ + return true; +} + +bool ValidateColor3uiv(const Context *, const GLuint *v) +{ + return true; +} + +bool ValidateColor3us(const Context *, GLushort red, GLushort green, GLushort blue) +{ + return true; +} + +bool ValidateColor3usv(const Context *, const GLushort *v) +{ + return true; +} + +bool ValidateColor4b(const Context *, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) +{ + return true; +} + +bool ValidateColor4bv(const Context *, const GLbyte *v) +{ + return true; +} + +bool ValidateColor4d(const Context *, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) +{ + return true; +} + +bool ValidateColor4dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateColor4fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateColor4i(const Context *, GLint red, GLint green, GLint blue, GLint alpha) +{ + return true; +} + +bool ValidateColor4iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateColor4s(const Context *, GLshort red, GLshort green, GLshort blue, GLshort alpha) +{ + return true; +} + +bool ValidateColor4sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateColor4ubv(const Context *, const GLubyte *v) +{ + return true; +} + +bool ValidateColor4ui(const Context *, GLuint red, GLuint green, GLuint blue, GLuint alpha) +{ + return true; +} + +bool ValidateColor4uiv(const Context *, const GLuint *v) +{ + return true; +} + +bool ValidateColor4us(const Context *, GLushort red, GLushort green, GLushort blue, GLushort alpha) +{ + return true; +} + +bool ValidateColor4usv(const Context *, const GLushort *v) +{ + return true; +} + +bool ValidateColorMaterial(const Context *, GLenum face, GLenum mode) +{ + return true; +} + +bool ValidateCopyPixels(const Context *, + GLint x, + GLint y, + GLsizei width, + GLsizei height, + GLenum type) +{ + return true; +} + +bool ValidateDeleteLists(const Context *, GLuint list, GLsizei range) +{ + return true; +} + +bool ValidateDepthRange(const Context *, GLdouble n, GLdouble f) +{ + return true; +} + +bool ValidateDrawBuffer(const Context *, GLenum buf) +{ + return true; +} + +bool ValidateDrawPixels(const Context *, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateEdgeFlag(const Context *, GLboolean flag) +{ + return true; +} + +bool ValidateEdgeFlagv(const Context *, const GLboolean *flag) +{ + return true; +} + +bool ValidateEnd(const Context *) +{ + return true; +} + +bool ValidateEndList(const Context *) +{ + return true; +} + +bool ValidateEvalCoord1d(const Context *, GLdouble u) +{ + return true; +} + +bool ValidateEvalCoord1dv(const Context *, const GLdouble *u) +{ + return true; +} + +bool ValidateEvalCoord1f(const Context *, GLfloat u) +{ + return true; +} + +bool ValidateEvalCoord1fv(const Context *, const GLfloat *u) +{ + return true; +} + +bool ValidateEvalCoord2d(const Context *, GLdouble u, GLdouble v) +{ + return true; +} + +bool ValidateEvalCoord2dv(const Context *, const GLdouble *u) +{ + return true; +} + +bool ValidateEvalCoord2f(const Context *, GLfloat u, GLfloat v) +{ + return true; +} + +bool ValidateEvalCoord2fv(const Context *, const GLfloat *u) +{ + return true; +} + +bool ValidateEvalMesh1(const Context *, GLenum mode, GLint i1, GLint i2) +{ + return true; +} + +bool ValidateEvalMesh2(const Context *, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) +{ + return true; +} + +bool ValidateEvalPoint1(const Context *, GLint i) +{ + return true; +} + +bool ValidateEvalPoint2(const Context *, GLint i, GLint j) +{ + return true; +} + +bool ValidateFeedbackBuffer(const Context *, GLsizei size, GLenum type, const GLfloat *buffer) +{ + return true; +} + +bool ValidateFogi(const Context *, GLenum pname, GLint param) +{ + return true; +} + +bool ValidateFogiv(const Context *, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateFrustum(const Context *, + GLdouble left, + GLdouble right, + GLdouble bottom, + GLdouble top, + GLdouble zNear, + GLdouble zFar) +{ + return true; +} + +bool ValidateGenLists(const Context *, GLsizei range) +{ + return true; +} + +bool ValidateGetClipPlane(const Context *, GLenum plane, const GLdouble *equation) +{ + return true; +} + +bool ValidateGetDoublev(const Context *, GLenum pname, const GLdouble *data) +{ + return true; +} + +bool ValidateGetLightiv(const Context *, GLenum light, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateGetMapdv(const Context *, GLenum target, GLenum query, const GLdouble *v) +{ + return true; +} + +bool ValidateGetMapfv(const Context *, GLenum target, GLenum query, const GLfloat *v) +{ + return true; +} + +bool ValidateGetMapiv(const Context *, GLenum target, GLenum query, const GLint *v) +{ + return true; +} + +bool ValidateGetMaterialiv(const Context *, GLenum face, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateGetPixelMapfv(const Context *, GLenum map, const GLfloat *values) +{ + return true; +} + +bool ValidateGetPixelMapuiv(const Context *, GLenum map, const GLuint *values) +{ + return true; +} + +bool ValidateGetPixelMapusv(const Context *, GLenum map, const GLushort *values) +{ + return true; +} + +bool ValidateGetPolygonStipple(const Context *, const GLubyte *mask) +{ + return true; +} + +bool ValidateGetTexGendv(const Context *, GLenum coord, GLenum pname, const GLdouble *params) +{ + return true; +} + +bool ValidateGetTexGenfv(const Context *, GLenum coord, GLenum pname, const GLfloat *params) +{ + return true; +} + +bool ValidateGetTexGeniv(const Context *, GLenum coord, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateGetTexImage(const Context *, + TextureTarget target, + GLint level, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateIndexMask(const Context *, GLuint mask) +{ + return true; +} + +bool ValidateIndexd(const Context *, GLdouble c) +{ + return true; +} + +bool ValidateIndexdv(const Context *, const GLdouble *c) +{ + return true; +} + +bool ValidateIndexf(const Context *, GLfloat c) +{ + return true; +} + +bool ValidateIndexfv(const Context *, const GLfloat *c) +{ + return true; +} + +bool ValidateIndexi(const Context *, GLint c) +{ + return true; +} + +bool ValidateIndexiv(const Context *, const GLint *c) +{ + return true; +} + +bool ValidateIndexs(const Context *, GLshort c) +{ + return true; +} + +bool ValidateIndexsv(const Context *, const GLshort *c) +{ + return true; +} + +bool ValidateInitNames(const Context *) +{ + return true; +} + +bool ValidateIsList(const Context *, GLuint list) +{ + return true; +} + +bool ValidateLightModeli(const Context *, GLenum pname, GLint param) +{ + return true; +} + +bool ValidateLightModeliv(const Context *, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateLighti(const Context *, GLenum light, GLenum pname, GLint param) +{ + return true; +} + +bool ValidateLightiv(const Context *, GLenum light, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateLineStipple(const Context *, GLint factor, GLushort pattern) +{ + return true; +} + +bool ValidateListBase(const Context *, GLuint base) +{ + return true; +} + +bool ValidateLoadMatrixd(const Context *, const GLdouble *m) +{ + return true; +} + +bool ValidateLoadName(const Context *, GLuint name) +{ + return true; +} + +bool ValidateMap1d(const Context *, + GLenum target, + GLdouble u1, + GLdouble u2, + GLint stride, + GLint order, + const GLdouble *points) +{ + return true; +} + +bool ValidateMap1f(const Context *, + GLenum target, + GLfloat u1, + GLfloat u2, + GLint stride, + GLint order, + const GLfloat *points) +{ + return true; +} + +bool ValidateMap2d(const Context *, + 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 *, + 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 *, GLint un, GLdouble u1, GLdouble u2) +{ + return true; +} + +bool ValidateMapGrid1f(const Context *, GLint un, GLfloat u1, GLfloat u2) +{ + return true; +} + +bool ValidateMapGrid2d(const Context *, + GLint un, + GLdouble u1, + GLdouble u2, + GLint vn, + GLdouble v1, + GLdouble v2) +{ + return true; +} + +bool ValidateMapGrid2f(const Context *, + GLint un, + GLfloat u1, + GLfloat u2, + GLint vn, + GLfloat v1, + GLfloat v2) +{ + return true; +} + +bool ValidateMateriali(const Context *, GLenum face, GLenum pname, GLint param) +{ + return true; +} + +bool ValidateMaterialiv(const Context *, GLenum face, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateMultMatrixd(const Context *, const GLdouble *m) +{ + return true; +} + +bool ValidateNewList(const Context *, GLuint list, GLenum mode) +{ + return true; +} + +bool ValidateNormal3b(const Context *, GLbyte nx, GLbyte ny, GLbyte nz) +{ + return true; +} + +bool ValidateNormal3bv(const Context *, const GLbyte *v) +{ + return true; +} + +bool ValidateNormal3d(const Context *, GLdouble nx, GLdouble ny, GLdouble nz) +{ + return true; +} + +bool ValidateNormal3dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateNormal3fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateNormal3i(const Context *, GLint nx, GLint ny, GLint nz) +{ + return true; +} + +bool ValidateNormal3iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateNormal3s(const Context *, GLshort nx, GLshort ny, GLshort nz) +{ + return true; +} + +bool ValidateNormal3sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateOrtho(const Context *, + GLdouble left, + GLdouble right, + GLdouble bottom, + GLdouble top, + GLdouble zNear, + GLdouble zFar) +{ + return true; +} + +bool ValidatePassThrough(const Context *, GLfloat token) +{ + return true; +} + +bool ValidatePixelMapfv(const Context *, GLenum map, GLsizei mapsize, const GLfloat *values) +{ + return true; +} + +bool ValidatePixelMapuiv(const Context *, GLenum map, GLsizei mapsize, const GLuint *values) +{ + return true; +} + +bool ValidatePixelMapusv(const Context *, GLenum map, GLsizei mapsize, const GLushort *values) +{ + return true; +} + +bool ValidatePixelStoref(const Context *, GLenum pname, GLfloat param) +{ + return true; +} + +bool ValidatePixelTransferf(const Context *, GLenum pname, GLfloat param) +{ + return true; +} + +bool ValidatePixelTransferi(const Context *, GLenum pname, GLint param) +{ + return true; +} + +bool ValidatePixelZoom(const Context *, GLfloat xfactor, GLfloat yfactor) +{ + return true; +} + +bool ValidatePolygonMode(const Context *, GLenum face, GLenum mode) +{ + return true; +} + +bool ValidatePolygonStipple(const Context *, const GLubyte *mask) +{ + return true; +} + +bool ValidatePopAttrib(const Context *) +{ + return true; +} + +bool ValidatePopName(const Context *) +{ + return true; +} + +bool ValidatePushAttrib(const Context *, GLbitfield mask) +{ + return true; +} + +bool ValidatePushName(const Context *, GLuint name) +{ + return true; +} + +bool ValidateRasterPos2d(const Context *, GLdouble x, GLdouble y) +{ + return true; +} + +bool ValidateRasterPos2dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateRasterPos2f(const Context *, GLfloat x, GLfloat y) +{ + return true; +} + +bool ValidateRasterPos2fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateRasterPos2i(const Context *, GLint x, GLint y) +{ + return true; +} + +bool ValidateRasterPos2iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateRasterPos2s(const Context *, GLshort x, GLshort y) +{ + return true; +} + +bool ValidateRasterPos2sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateRasterPos3d(const Context *, GLdouble x, GLdouble y, GLdouble z) +{ + return true; +} + +bool ValidateRasterPos3dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateRasterPos3f(const Context *, GLfloat x, GLfloat y, GLfloat z) +{ + return true; +} + +bool ValidateRasterPos3fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateRasterPos3i(const Context *, GLint x, GLint y, GLint z) +{ + return true; +} + +bool ValidateRasterPos3iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateRasterPos3s(const Context *, GLshort x, GLshort y, GLshort z) +{ + return true; +} + +bool ValidateRasterPos3sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateRasterPos4d(const Context *, GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + return true; +} + +bool ValidateRasterPos4dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateRasterPos4f(const Context *, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + return true; +} + +bool ValidateRasterPos4fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateRasterPos4i(const Context *, GLint x, GLint y, GLint z, GLint w) +{ + return true; +} + +bool ValidateRasterPos4iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateRasterPos4s(const Context *, GLshort x, GLshort y, GLshort z, GLshort w) +{ + return true; +} + +bool ValidateRasterPos4sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateRectd(const Context *, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) +{ + return true; +} + +bool ValidateRectdv(const Context *, const GLdouble *v1, const GLdouble *v2) +{ + return true; +} + +bool ValidateRectf(const Context *, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) +{ + return true; +} + +bool ValidateRectfv(const Context *, const GLfloat *v1, const GLfloat *v2) +{ + return true; +} + +bool ValidateRecti(const Context *, GLint x1, GLint y1, GLint x2, GLint y2) +{ + return true; +} + +bool ValidateRectiv(const Context *, const GLint *v1, const GLint *v2) +{ + return true; +} + +bool ValidateRects(const Context *, GLshort x1, GLshort y1, GLshort x2, GLshort y2) +{ + return true; +} + +bool ValidateRectsv(const Context *, const GLshort *v1, const GLshort *v2) +{ + return true; +} + +bool ValidateRenderMode(const Context *, GLenum mode) +{ + return true; +} + +bool ValidateRotated(const Context *, GLdouble angle, GLdouble x, GLdouble y, GLdouble z) +{ + return true; +} + +bool ValidateScaled(const Context *, GLdouble x, GLdouble y, GLdouble z) +{ + return true; +} + +bool ValidateSelectBuffer(const Context *, GLsizei size, const GLuint *buffer) +{ + return true; +} + +bool ValidateTexCoord1d(const Context *, GLdouble s) +{ + return true; +} + +bool ValidateTexCoord1dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateTexCoord1f(const Context *, GLfloat s) +{ + return true; +} + +bool ValidateTexCoord1fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateTexCoord1i(const Context *, GLint s) +{ + return true; +} + +bool ValidateTexCoord1iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateTexCoord1s(const Context *, GLshort s) +{ + return true; +} + +bool ValidateTexCoord1sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateTexCoord2d(const Context *, GLdouble s, GLdouble t) +{ + return true; +} + +bool ValidateTexCoord2dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateTexCoord2f(const Context *, GLfloat s, GLfloat t) +{ + return true; +} + +bool ValidateTexCoord2fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateTexCoord2i(const Context *, GLint s, GLint t) +{ + return true; +} + +bool ValidateTexCoord2iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateTexCoord2s(const Context *, GLshort s, GLshort t) +{ + return true; +} + +bool ValidateTexCoord2sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateTexCoord3d(const Context *, GLdouble s, GLdouble t, GLdouble r) +{ + return true; +} + +bool ValidateTexCoord3dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateTexCoord3f(const Context *, GLfloat s, GLfloat t, GLfloat r) +{ + return true; +} + +bool ValidateTexCoord3fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateTexCoord3i(const Context *, GLint s, GLint t, GLint r) +{ + return true; +} + +bool ValidateTexCoord3iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateTexCoord3s(const Context *, GLshort s, GLshort t, GLshort r) +{ + return true; +} + +bool ValidateTexCoord3sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateTexCoord4d(const Context *, GLdouble s, GLdouble t, GLdouble r, GLdouble q) +{ + return true; +} + +bool ValidateTexCoord4dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateTexCoord4f(const Context *, GLfloat s, GLfloat t, GLfloat r, GLfloat q) +{ + return true; +} + +bool ValidateTexCoord4fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateTexCoord4i(const Context *, GLint s, GLint t, GLint r, GLint q) +{ + return true; +} + +bool ValidateTexCoord4iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateTexCoord4s(const Context *, GLshort s, GLshort t, GLshort r, GLshort q) +{ + return true; +} + +bool ValidateTexCoord4sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateTexGend(const Context *, GLenum coord, GLenum pname, GLdouble param) +{ + return true; +} + +bool ValidateTexGendv(const Context *, GLenum coord, GLenum pname, const GLdouble *params) +{ + return true; +} + +bool ValidateTexGenf(const Context *, GLenum coord, GLenum pname, GLfloat param) +{ + return true; +} +bool ValidateTexGenfv(const Context *, GLenum coord, GLenum pname, const GLfloat *params) +{ + return true; +} + +bool ValidateTexGeni(const Context *, GLenum coord, GLenum pname, GLint param) +{ + return true; +} + +bool ValidateTexGeniv(const Context *, GLenum coord, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateTexImage1D(const Context *, + GLenum target, + GLint level, + GLint internalformat, + GLsizei width, + GLint border, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateTranslated(const Context *, GLdouble x, GLdouble y, GLdouble z) +{ + return true; +} + +bool ValidateVertex2d(const Context *, GLdouble x, GLdouble y) +{ + return true; +} + +bool ValidateVertex2dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateVertex2f(const Context *, GLfloat x, GLfloat y) +{ + return true; +} + +bool ValidateVertex2fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateVertex2i(const Context *, GLint x, GLint y) +{ + return true; +} + +bool ValidateVertex2iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateVertex2s(const Context *, GLshort x, GLshort y) +{ + return true; +} + +bool ValidateVertex2sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateVertex3d(const Context *, GLdouble x, GLdouble y, GLdouble z) +{ + return true; +} + +bool ValidateVertex3dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateVertex3f(const Context *, GLfloat x, GLfloat y, GLfloat z) +{ + return true; +} + +bool ValidateVertex3fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateVertex3i(const Context *, GLint x, GLint y, GLint z) +{ + return true; +} + +bool ValidateVertex3iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateVertex3s(const Context *, GLshort x, GLshort y, GLshort z) +{ + return true; +} + +bool ValidateVertex3sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateVertex4d(const Context *, GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + return true; +} + +bool ValidateVertex4dv(const Context *, const GLdouble *v) +{ + return true; +} + +bool ValidateVertex4f(const Context *, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + return true; +} + +bool ValidateVertex4fv(const Context *, const GLfloat *v) +{ + return true; +} + +bool ValidateVertex4i(const Context *, GLint x, GLint y, GLint z, GLint w) +{ + return true; +} + +bool ValidateVertex4iv(const Context *, const GLint *v) +{ + return true; +} + +bool ValidateVertex4s(const Context *, GLshort x, GLshort y, GLshort z, GLshort w) +{ + return true; +} + +bool ValidateVertex4sv(const Context *, const GLshort *v) +{ + return true; +} + +bool ValidateAreTexturesResident(const Context *context, + GLsizei n, + const GLuint *textures, + const GLboolean *residences) +{ + return true; +} + +bool ValidateArrayElement(const Context *context, GLint i) +{ + return true; +} + +bool ValidateCopyTexImage1D(const Context *context, + GLenum target, + GLint level, + GLenum internalformat, + GLint x, + GLint y, + GLsizei width, + GLint border) +{ + return true; +} + +bool ValidateCopyTexSubImage1D(const Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLint x, + GLint y, + GLsizei width) +{ + return true; +} + +bool ValidateEdgeFlagPointer(const Context *context, GLsizei stride, const void *pointer) +{ + return true; +} + +bool ValidateIndexPointer(const Context *context, GLenum type, GLsizei stride, const void *pointer) +{ + return true; +} + +bool ValidateIndexub(const Context *context, GLubyte c) +{ + return true; +} + +bool ValidateIndexubv(const Context *context, const GLubyte *c) +{ + return true; +} + +bool ValidateInterleavedArrays(const Context *context, + GLenum format, + GLsizei stride, + const void *pointer) +{ + return true; +} + +bool ValidatePopClientAttrib(const Context *context) +{ + return true; +} + +bool ValidatePrioritizeTextures(const Context *context, + GLsizei n, + const GLuint *textures, + const GLfloat *priorities) +{ + return true; +} + +bool ValidatePushClientAttrib(const Context *context, GLbitfield mask) +{ + return true; +} + +bool ValidateTexSubImage1D(const Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLsizei width, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateCompressedTexImage1D(const Context *context, + GLenum target, + GLint level, + GLenum internalformat, + GLsizei width, + GLint border, + GLsizei imageSize, + const void *data) +{ + return true; +} + +bool ValidateCompressedTexSubImage1D(const Context *context, + GLenum target, + GLint level, + GLint xoffset, + GLsizei width, + GLenum format, + GLsizei imageSize, + const void *data) +{ + return true; +} + +bool ValidateGetCompressedTexImage(const Context *context, + GLenum target, + GLint level, + const void *img) +{ + return true; +} + +bool ValidateLoadTransposeMatrixd(const Context *context, const GLdouble *m) +{ + return true; +} + +bool ValidateLoadTransposeMatrixf(const Context *context, const GLfloat *m) +{ + return true; +} + +bool ValidateMultTransposeMatrixd(const Context *context, const GLdouble *m) +{ + return true; +} + +bool ValidateMultTransposeMatrixf(const Context *context, const GLfloat *m) +{ + return true; +} + +bool ValidateMultiTexCoord1d(const Context *context, GLenum target, GLdouble s) +{ + return true; +} + +bool ValidateMultiTexCoord1dv(const Context *context, GLenum target, const GLdouble *v) +{ + return true; +} + +bool ValidateMultiTexCoord1f(const Context *context, GLenum target, GLfloat s) +{ + return true; +} + +bool ValidateMultiTexCoord1fv(const Context *context, GLenum target, const GLfloat *v) +{ + return true; +} + +bool ValidateMultiTexCoord1i(const Context *context, GLenum target, GLint s) +{ + return true; +} + +bool ValidateMultiTexCoord1iv(const Context *context, GLenum target, const GLint *v) +{ + return true; +} + +bool ValidateMultiTexCoord1s(const Context *context, GLenum target, GLshort s) +{ + return true; +} + +bool ValidateMultiTexCoord1sv(const Context *context, GLenum target, const GLshort *v) +{ + return true; +} + +bool ValidateMultiTexCoord2d(const Context *context, GLenum target, GLdouble s, GLdouble t) +{ + return true; +} + +bool ValidateMultiTexCoord2dv(const Context *context, GLenum target, const GLdouble *v) +{ + return true; +} + +bool ValidateMultiTexCoord2f(const Context *context, GLenum target, GLfloat s, GLfloat t) +{ + return true; +} + +bool ValidateMultiTexCoord2fv(const Context *context, GLenum target, const GLfloat *v) +{ + return true; +} + +bool ValidateMultiTexCoord2i(const Context *context, GLenum target, GLint s, GLint t) +{ + return true; +} + +bool ValidateMultiTexCoord2iv(const Context *context, GLenum target, const GLint *v) +{ + return true; +} + +bool ValidateMultiTexCoord2s(const Context *context, GLenum target, GLshort s, GLshort t) +{ + return true; +} + +bool ValidateMultiTexCoord2sv(const Context *context, GLenum target, const GLshort *v) +{ + return true; +} + +bool ValidateMultiTexCoord3d(const Context *context, + GLenum target, + GLdouble s, + GLdouble t, + GLdouble r) +{ + return true; +} + +bool ValidateMultiTexCoord3dv(const Context *context, GLenum target, const GLdouble *v) +{ + return true; +} + +bool ValidateMultiTexCoord3f(const Context *context, GLenum target, GLfloat s, GLfloat t, GLfloat r) +{ + return true; +} + +bool ValidateMultiTexCoord3fv(const Context *context, GLenum target, const GLfloat *v) +{ + return true; +} + +bool ValidateMultiTexCoord3i(const Context *context, GLenum target, GLint s, GLint t, GLint r) +{ + return true; +} + +bool ValidateMultiTexCoord3iv(const Context *context, GLenum target, const GLint *v) +{ + return true; +} + +bool ValidateMultiTexCoord3s(const Context *context, GLenum target, GLshort s, GLshort t, GLshort r) +{ + return true; +} + +bool ValidateMultiTexCoord3sv(const Context *context, GLenum target, const GLshort *v) +{ + return true; +} + +bool ValidateMultiTexCoord4d(const Context *context, + GLenum target, + GLdouble s, + GLdouble t, + GLdouble r, + GLdouble q) +{ + return true; +} + +bool ValidateMultiTexCoord4dv(const Context *context, GLenum target, const GLdouble *v) +{ + return true; +} + +bool ValidateMultiTexCoord4fv(const Context *context, GLenum target, const GLfloat *v) +{ + return true; +} + +bool ValidateMultiTexCoord4i(const Context *context, + GLenum target, + GLint s, + GLint t, + GLint r, + GLint q) +{ + return true; +} + +bool ValidateMultiTexCoord4iv(const Context *context, GLenum target, const GLint *v) +{ + return true; +} + +bool ValidateMultiTexCoord4s(const Context *context, + GLenum target, + GLshort s, + GLshort t, + GLshort r, + GLshort q) +{ + return true; +} + +bool ValidateMultiTexCoord4sv(const Context *context, GLenum target, const GLshort *v) +{ + return true; +} + +bool ValidateFogCoordPointer(const Context *context, + GLenum type, + GLsizei stride, + const void *pointer) +{ + return true; +} + +bool ValidateFogCoordd(const Context *context, GLdouble coord) +{ + return true; +} + +bool ValidateFogCoorddv(const Context *context, const GLdouble *coord) +{ + return true; +} + +bool ValidateFogCoordf(const Context *context, GLfloat coord) +{ + return true; +} + +bool ValidateFogCoordfv(const Context *context, const GLfloat *coord) +{ + return true; +} + +bool ValidateMultiDrawArrays(const Context *context, + PrimitiveMode modePacked, + const GLint *first, + const GLsizei *count, + GLsizei drawcount) +{ + return true; +} + +bool ValidateMultiDrawElements(const Context *context, + PrimitiveMode modePacked, + const GLsizei *count, + DrawElementsType typePacked, + const void *const *indices, + GLsizei drawcount) +{ + return true; +} + +bool ValidatePointParameteri(const Context *context, GLenum pname, GLint param) +{ + return true; +} + +bool ValidatePointParameteriv(const Context *context, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateSecondaryColor3b(const Context *context, GLbyte red, GLbyte green, GLbyte blue) +{ + return true; +} + +bool ValidateSecondaryColor3bv(const Context *context, const GLbyte *v) +{ + return true; +} + +bool ValidateSecondaryColor3d(const Context *context, GLdouble red, GLdouble green, GLdouble blue) +{ + return true; +} + +bool ValidateSecondaryColor3dv(const Context *context, const GLdouble *v) +{ + return true; +} + +bool ValidateSecondaryColor3f(const Context *context, GLfloat red, GLfloat green, GLfloat blue) +{ + return true; +} + +bool ValidateSecondaryColor3fv(const Context *context, const GLfloat *v) +{ + return true; +} + +bool ValidateSecondaryColor3i(const Context *context, GLint red, GLint green, GLint blue) +{ + return true; +} + +bool ValidateSecondaryColor3iv(const Context *context, const GLint *v) +{ + return true; +} + +bool ValidateSecondaryColor3s(const Context *context, GLshort red, GLshort green, GLshort blue) +{ + return true; +} + +bool ValidateSecondaryColor3sv(const Context *context, const GLshort *v) +{ + return true; +} + +bool ValidateSecondaryColor3ub(const Context *context, GLubyte red, GLubyte green, GLubyte blue) +{ + return true; +} + +bool ValidateSecondaryColor3ubv(const Context *context, const GLubyte *v) +{ + return true; +} + +bool ValidateSecondaryColor3ui(const Context *context, GLuint red, GLuint green, GLuint blue) +{ + return true; +} + +bool ValidateSecondaryColor3uiv(const Context *context, const GLuint *v) +{ + return true; +} + +bool ValidateSecondaryColor3us(const Context *context, GLushort red, GLushort green, GLushort blue) +{ + return true; +} + +bool ValidateSecondaryColor3usv(const Context *context, const GLushort *v) +{ + return true; +} + +bool ValidateSecondaryColorPointer(const Context *context, + GLint size, + GLenum type, + GLsizei stride, + const void *pointer) +{ + return true; +} + +bool ValidateWindowPos2d(const Context *context, GLdouble x, GLdouble y) +{ + return true; +} + +bool ValidateWindowPos2dv(const Context *context, const GLdouble *v) +{ + return true; +} + +bool ValidateWindowPos2f(const Context *context, GLfloat x, GLfloat y) +{ + return true; +} + +bool ValidateWindowPos2fv(const Context *context, const GLfloat *v) +{ + return true; +} + +bool ValidateWindowPos2i(const Context *context, GLint x, GLint y) +{ + return true; +} + +bool ValidateWindowPos2iv(const Context *context, const GLint *v) +{ + return true; +} + +bool ValidateWindowPos2s(const Context *context, GLshort x, GLshort y) +{ + return true; +} + +bool ValidateWindowPos2sv(const Context *context, const GLshort *v) +{ + return true; +} + +bool ValidateWindowPos3d(const Context *context, GLdouble x, GLdouble y, GLdouble z) +{ + return true; +} + +bool ValidateWindowPos3dv(const Context *context, const GLdouble *v) +{ + return true; +} + +bool ValidateWindowPos3f(const Context *context, GLfloat x, GLfloat y, GLfloat z) +{ + return true; +} + +bool ValidateWindowPos3fv(const Context *context, const GLfloat *v) +{ + return true; +} + +bool ValidateWindowPos3i(const Context *context, GLint x, GLint y, GLint z) +{ + return true; +} + +bool ValidateWindowPos3iv(const Context *context, const GLint *v) +{ + return true; +} + +bool ValidateWindowPos3s(const Context *context, GLshort x, GLshort y, GLshort z) +{ + return true; +} + +bool ValidateWindowPos3sv(const Context *context, const GLshort *v) +{ + return true; +} + +bool ValidateGetBufferSubData(const Context *context, + GLenum target, + GLintptr offset, + GLsizeiptr size, + const void *data) +{ + return true; +} + +bool ValidateGetQueryObjectiv(const Context *context, QueryID id, GLenum pname, const GLint *params) +{ + return true; +} + +bool ValidateMapBuffer(const Context *context, BufferBinding targetPacked, GLenum access) +{ + return true; +} +} // namespace gl |