// // Copyright 2019 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters #include "libANGLE/validationGL3_autogen.h" namespace gl { bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode) { return true; } bool ValidateBindFragDataLocation(const Context *context, ShaderProgramID program, GLuint color, const GLchar *name) { return true; } bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp) { return true; } bool ValidateEndConditionalRender(const Context *context) { return true; } bool ValidateFramebufferTexture1D(const Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texture, GLint level) { return true; } bool ValidateFramebufferTexture3D(const Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texture, GLint level, GLint zoffset) { return true; } bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x) { return true; } bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x) { return true; } bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y) { return true; } bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y) { return true; } bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z) { return true; } bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z) { return true; } bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v) { return true; } bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v) { return true; } bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v) { return true; } bool ValidateGetActiveUniformName(const Context *context, ShaderProgramID program, GLuint uniformIndex, GLsizei bufSize, const GLsizei *length, const GLchar *uniformName) { return true; } bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index) { return true; } bool ValidateMultiDrawElementsBaseVertex(const Context *context, PrimitiveMode mode, const GLsizei *count, DrawElementsType type, const void *const *indices, GLsizei drawcount, const GLint *basevertex) { return true; } bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked) { return true; } bool ValidateTexImage2DMultisample(const Context *context, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { return true; } bool ValidateTexImage3DMultisample(const Context *context, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { return true; } bool ValidateBindFragDataLocationIndexed(const Context *context, ShaderProgramID program, GLuint colorNumber, GLuint index, const GLchar *name) { return true; } bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color) { return true; } bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color) { return true; } bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color) { return true; } bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color) { return true; } bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID program, const GLchar *name) { return true; } bool ValidateGetQueryObjecti64v(const Context *context, QueryID id, GLenum pname, const GLint64 *params) { return true; } bool ValidateGetQueryObjectui64v(const Context *context, QueryID id, GLenum pname, const GLuint64 *params) { return true; } bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP1uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP2uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP3uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords) { return true; } bool ValidateMultiTexCoordP4uiv(const Context *context, GLenum texture, GLenum type, const GLuint *coords) { return true; } bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords) { return true; } bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateQueryCounter(const Context *context, QueryID id, QueryType targetPacked) { return true; } bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color) { return true; } bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color) { return true; } bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords) { return true; } bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords) { return true; } bool ValidateVertexAttribP1ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP1uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexAttribP2ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP2uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexAttribP3ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP3uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexAttribP4ui(const Context *context, GLuint index, GLenum type, GLboolean normalized, GLuint value) { return true; } bool ValidateVertexAttribP4uiv(const Context *context, GLuint index, GLenum type, GLboolean normalized, const GLuint *value) { return true; } bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value) { return true; } bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value) { return true; } bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value) { return true; } bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value) { return true; } bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value) { return true; } bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value) { return true; } } // namespace gl