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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 17:32:43 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 17:32:43 +0000 |
commit | 6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch) | |
tree | a68f146d7fa01f0134297619fbe7e33db084e0aa /gfx/angle/checkout/src/libANGLE/validationGL1.cpp | |
parent | Initial commit. (diff) | |
download | thunderbird-upstream.tar.xz thunderbird-upstream.zip |
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL1.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationGL1.cpp | 2421 |
1 files changed, 2421 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..3e884d4014 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL1.cpp @@ -0,0 +1,2421 @@ +// +// 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 |