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//
// 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
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