summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/validationGL1.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL1.cpp')
-rw-r--r--gfx/angle/checkout/src/libANGLE/validationGL1.cpp2421
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