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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL4.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/validationGL4.cpp | 2223 |
1 files changed, 2223 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL4.cpp b/gfx/angle/checkout/src/libANGLE/validationGL4.cpp new file mode 100644 index 0000000000..066391d1d9 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL4.cpp @@ -0,0 +1,2223 @@ +// +// 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. +// + +// validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters + +#include "libANGLE/validationGL4_autogen.h" + +namespace gl +{ + +bool ValidateBeginQueryIndexed(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint index, + QueryID id) +{ + return true; +} + +bool ValidateDrawTransformFeedback(const Context *context, + angle::EntryPoint entryPoint, + GLenum mode, + TransformFeedbackID id) +{ + return true; +} + +bool ValidateDrawTransformFeedbackStream(const Context *context, + angle::EntryPoint entryPoint, + GLenum mode, + TransformFeedbackID id, + GLuint stream) +{ + return true; +} + +bool ValidateEndQueryIndexed(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint index) +{ + return true; +} + +bool ValidateGetActiveSubroutineName(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum shadertype, + GLuint index, + GLsizei bufsize, + const GLsizei *length, + const GLchar *name) +{ + return true; +} + +bool ValidateGetActiveSubroutineUniformName(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum shadertype, + GLuint index, + GLsizei bufsize, + const GLsizei *length, + const GLchar *name) +{ + return true; +} + +bool ValidateGetActiveSubroutineUniformiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum shadertype, + GLuint index, + GLenum pname, + const GLint *values) +{ + return true; +} + +bool ValidateGetProgramStageiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum shadertype, + GLenum pname, + const GLint *values) +{ + return true; +} + +bool ValidateGetQueryIndexediv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint index, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetSubroutineIndex(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum shadertype, + const GLchar *name) +{ + return true; +} + +bool ValidateGetSubroutineUniformLocation(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum shadertype, + const GLchar *name) +{ + return true; +} + +bool ValidateGetUniformSubroutineuiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum shadertype, + GLint location, + const GLuint *params) +{ + return true; +} + +bool ValidateGetUniformdv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + const GLdouble *params) +{ + return true; +} + +bool ValidatePatchParameterfv(const Context *context, + angle::EntryPoint entryPoint, + GLenum pname, + const GLfloat *values) +{ + return true; +} + +bool ValidateUniform1d(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLdouble x) +{ + return true; +} + +bool ValidateUniform1dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniform2d(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLdouble x, + GLdouble y) +{ + return true; +} + +bool ValidateUniform2dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniform3d(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLdouble x, + GLdouble y, + GLdouble z) +{ + return true; +} + +bool ValidateUniform3dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniform4d(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLdouble x, + GLdouble y, + GLdouble z, + GLdouble w) +{ + return true; +} + +bool ValidateUniform4dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix2dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix2x3dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix2x4dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix3dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix3x2dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix3x4dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix4dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix4x2dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformMatrix4x3dv(const Context *context, + angle::EntryPoint entryPoint, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateUniformSubroutinesuiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum shadertype, + GLsizei count, + const GLuint *indices) +{ + return true; +} + +bool ValidateDepthRangeArrayv(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const GLdouble *v) +{ + return true; +} + +bool ValidateDepthRangeIndexed(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLdouble n, + GLdouble f) +{ + return true; +} + +bool ValidateGetDoublei_v(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint index, + const GLdouble *data) +{ + return true; +} + +bool ValidateGetFloati_v(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint index, + const GLfloat *data) +{ + return true; +} + +bool ValidateGetVertexAttribLdv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLenum pname, + const GLdouble *params) +{ + return true; +} + +bool ValidateProgramUniform1d(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLdouble v0) +{ + return true; +} + +bool ValidateProgramUniform1dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniform2d(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLdouble v0, + GLdouble v1) +{ + return true; +} + +bool ValidateProgramUniform2dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniform3d(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLdouble v0, + GLdouble v1, + GLdouble v2) +{ + return true; +} + +bool ValidateProgramUniform3dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniform4d(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLdouble v0, + GLdouble v1, + GLdouble v2, + GLdouble v3) +{ + return true; +} + +bool ValidateProgramUniform4dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix2dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix2x3dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix2x4dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix3dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix3x2dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix3x4dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix4dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix4x2dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateProgramUniformMatrix4x3dv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei count, + GLboolean transpose, + const GLdouble *value) +{ + return true; +} + +bool ValidateScissorArrayv(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const GLint *v) +{ + return true; +} + +bool ValidateScissorIndexed(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLint left, + GLint bottom, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateScissorIndexedv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLint *v) +{ + return true; +} + +bool ValidateVertexAttribL1d(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLdouble x) +{ + return true; +} + +bool ValidateVertexAttribL1dv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLdouble *v) +{ + return true; +} + +bool ValidateVertexAttribL2d(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLdouble x, + GLdouble y) +{ + return true; +} + +bool ValidateVertexAttribL2dv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLdouble *v) +{ + return true; +} + +bool ValidateVertexAttribL3d(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLdouble x, + GLdouble y, + GLdouble z) +{ + return true; +} + +bool ValidateVertexAttribL3dv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLdouble *v) +{ + return true; +} + +bool ValidateVertexAttribL4d(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLdouble x, + GLdouble y, + GLdouble z, + GLdouble w) +{ + return true; +} + +bool ValidateVertexAttribL4dv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLdouble *v) +{ + return true; +} + +bool ValidateVertexAttribLPointer(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLint size, + GLenum type, + GLsizei stride, + const void *pointer) +{ + return true; +} + +bool ValidateViewportArrayv(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const GLfloat *v) +{ + return true; +} + +bool ValidateViewportIndexedf(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + GLfloat x, + GLfloat y, + GLfloat w, + GLfloat h) +{ + return true; +} + +bool ValidateViewportIndexedfv(const Context *context, + angle::EntryPoint entryPoint, + GLuint index, + const GLfloat *v) +{ + return true; +} + +bool ValidateDrawArraysInstancedBaseInstance(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode mode, + GLint first, + GLsizei count, + GLsizei instancecount, + GLuint baseinstance) +{ + return true; +} + +bool ValidateDrawElementsInstancedBaseInstance(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode mode, + GLsizei count, + DrawElementsType type, + const void *indices, + GLsizei instancecount, + GLuint baseinstance) +{ + return true; +} + +bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode mode, + GLsizei count, + DrawElementsType type, + const void *indices, + GLsizei instancecount, + GLint basevertex, + GLuint baseinstance) +{ + return true; +} + +bool ValidateDrawTransformFeedbackInstanced(const Context *context, + angle::EntryPoint entryPoint, + GLenum mode, + TransformFeedbackID id, + GLsizei instancecount) +{ + return true; +} + +bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context, + angle::EntryPoint entryPoint, + GLenum mode, + TransformFeedbackID id, + GLuint stream, + GLsizei instancecount) +{ + return true; +} + +bool ValidateGetActiveAtomicCounterBufferiv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLuint bufferIndex, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateTexStorage1D(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLsizei levels, + GLenum internalformat, + GLsizei width) +{ + return true; +} + +bool ValidateClearBufferData(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum internalformat, + GLenum format, + GLenum type, + const void *data) +{ + return true; +} + +bool ValidateClearBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum internalformat, + GLintptr offset, + GLsizeiptr size, + GLenum format, + GLenum type, + const void *data) +{ + return true; +} + +bool ValidateGetInternalformati64v(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum internalformat, + GLenum pname, + GLsizei bufSize, + const GLint64 *params) +{ + return true; +} + +bool ValidateGetProgramResourceLocationIndex(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLenum programInterface, + const GLchar *name) +{ + return true; +} + +bool ValidateInvalidateBufferData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer) +{ + return true; +} + +bool ValidateInvalidateBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLintptr offset, + GLsizeiptr length) +{ + return true; +} + +bool ValidateInvalidateTexImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level) +{ + return true; +} + +bool ValidateInvalidateTexSubImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth) +{ + return true; +} + +bool ValidateMultiDrawArraysIndirect(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode modePacked, + const void *indirect, + GLsizei drawcount, + GLsizei stride) +{ + return true; +} + +bool ValidateMultiDrawElementsIndirect(const Context *context, + angle::EntryPoint entryPoint, + PrimitiveMode modePacked, + DrawElementsType typePacked, + const void *indirect, + GLsizei drawcount, + GLsizei stride) +{ + return true; +} + +bool ValidateShaderStorageBlockBinding(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + GLuint storageBlockIndex, + GLuint storageBlockBinding) +{ + return true; +} + +bool ValidateTextureView(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum target, + GLuint origtexture, + GLenum internalformat, + GLuint minlevel, + GLuint numlevels, + GLuint minlayer, + GLuint numlayers) +{ + return true; +} + +bool ValidateVertexAttribLFormat(const Context *context, + angle::EntryPoint entryPoint, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset) +{ + return true; +} + +bool ValidateBindBuffersBase(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint first, + GLsizei count, + const BufferID *buffers) +{ + return true; +} + +bool ValidateBindBuffersRange(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLuint first, + GLsizei count, + const BufferID *buffers, + const GLintptr *offsets, + const GLsizeiptr *sizes) +{ + return true; +} + +bool ValidateBindImageTextures(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const GLuint *textures) +{ + return true; +} + +bool ValidateBindSamplers(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const GLuint *samplers) +{ + return true; +} + +bool ValidateBindTextures(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const GLuint *textures) +{ + return true; +} + +bool ValidateBindVertexBuffers(const Context *context, + angle::EntryPoint entryPoint, + GLuint first, + GLsizei count, + const BufferID *buffers, + const GLintptr *offsets, + const GLsizei *strides) +{ + return true; +} + +bool ValidateBufferStorage(const Context *context, + angle::EntryPoint entryPoint, + BufferBinding targetPacked, + GLsizeiptr size, + const void *data, + GLbitfield flags) +{ + return true; +} + +bool ValidateClearTexImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLenum format, + GLenum type, + const void *data) +{ + return true; +} + +bool ValidateClearTexSubImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *data) +{ + return true; +} + +bool ValidateBindTextureUnit(const Context *context, + angle::EntryPoint entryPoint, + GLuint unit, + TextureID texture) +{ + return true; +} + +bool ValidateBlitNamedFramebuffer(const Context *context, + angle::EntryPoint entryPoint, + GLuint readFramebuffer, + GLuint drawFramebuffer, + GLint srcX0, + GLint srcY0, + GLint srcX1, + GLint srcY1, + GLint dstX0, + GLint dstY0, + GLint dstX1, + GLint dstY1, + GLbitfield mask, + GLenum filter) +{ + return true; +} + +bool ValidateCheckNamedFramebufferStatus(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum target) +{ + return true; +} + +bool ValidateClearNamedBufferData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLenum internalformat, + GLenum format, + GLenum type, + const void *data) +{ + return true; +} + +bool ValidateClearNamedBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLenum internalformat, + GLintptr offset, + GLsizeiptr size, + GLenum format, + GLenum type, + const void *data) +{ + return true; +} + +bool ValidateClearNamedFramebufferfi(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum buffer, + GLint drawbuffer, + GLfloat depth, + GLint stencil) +{ + return true; +} + +bool ValidateClearNamedFramebufferfv(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum buffer, + GLint drawbuffer, + const GLfloat *value) +{ + return true; +} + +bool ValidateClearNamedFramebufferiv(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum buffer, + GLint drawbuffer, + const GLint *value) +{ + return true; +} + +bool ValidateClearNamedFramebufferuiv(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum buffer, + GLint drawbuffer, + const GLuint *value) +{ + return true; +} + +bool ValidateClipControl(const Context *context, + angle::EntryPoint entryPoint, + GLenum origin, + GLenum depth) +{ + return true; +} + +bool ValidateCompressedTextureSubImage1D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLsizei width, + GLenum format, + GLsizei imageSize, + const void *data) +{ + return true; +} + +bool ValidateCompressedTextureSubImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLsizei imageSize, + const void *data) +{ + return true; +} + +bool ValidateCompressedTextureSubImage3D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLsizei imageSize, + const void *data) +{ + return true; +} + +bool ValidateCopyNamedBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + GLuint readBuffer, + GLuint writeBuffer, + GLintptr readOffset, + GLintptr writeOffset, + GLsizeiptr size) +{ + return true; +} + +bool ValidateCopyTextureSubImage1D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint x, + GLint y, + GLsizei width) +{ + return true; +} + +bool ValidateCopyTextureSubImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateCopyTextureSubImage3D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLint x, + GLint y, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateCreateBuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const BufferID *buffers) +{ + return true; +} + +bool ValidateCreateFramebuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const GLuint *framebuffers) +{ + return true; +} + +bool ValidateCreateProgramPipelines(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const GLuint *pipelines) +{ + return true; +} + +bool ValidateCreateQueries(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLsizei n, + const GLuint *ids) +{ + return true; +} + +bool ValidateCreateRenderbuffers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const RenderbufferID *renderbuffers) +{ + return true; +} + +bool ValidateCreateSamplers(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const GLuint *samplers) +{ + return true; +} + +bool ValidateCreateTextures(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLsizei n, + const GLuint *textures) +{ + return true; +} + +bool ValidateCreateTransformFeedbacks(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const GLuint *ids) +{ + return true; +} + +bool ValidateCreateVertexArrays(const Context *context, + angle::EntryPoint entryPoint, + GLsizei n, + const VertexArrayID *arrays) +{ + return true; +} + +bool ValidateDisableVertexArrayAttrib(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint index) +{ + return true; +} + +bool ValidateEnableVertexArrayAttrib(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint index) +{ + return true; +} + +bool ValidateFlushMappedNamedBufferRange(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLintptr offset, + GLsizeiptr length) +{ + return true; +} + +bool ValidateGenerateTextureMipmap(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture) +{ + return true; +} + +bool ValidateGetCompressedTextureImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLsizei bufSize, + const void *pixels) +{ + return true; +} + +bool ValidateGetCompressedTextureSubImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLsizei bufSize, + const void *pixels) +{ + return true; +} + +bool ValidateGetNamedBufferParameteri64v(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLenum pname, + const GLint64 *params) +{ + return true; +} + +bool ValidateGetNamedBufferParameteriv(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetNamedBufferPointerv(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLenum pname, + void *const *params) +{ + return true; +} + +bool ValidateGetNamedBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLintptr offset, + GLsizeiptr size, + const void *data) +{ + return true; +} + +bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum attachment, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetNamedFramebufferParameteriv(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum pname, + const GLint *param) +{ + return true; +} + +bool ValidateGetNamedRenderbufferParameteriv(const Context *context, + angle::EntryPoint entryPoint, + RenderbufferID renderbuffer, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetQueryBufferObjecti64v(const Context *context, + angle::EntryPoint entryPoint, + GLuint id, + BufferID buffer, + GLenum pname, + GLintptr offset) +{ + return true; +} + +bool ValidateGetQueryBufferObjectiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint id, + BufferID buffer, + GLenum pname, + GLintptr offset) +{ + return true; +} + +bool ValidateGetQueryBufferObjectui64v(const Context *context, + angle::EntryPoint entryPoint, + GLuint id, + BufferID buffer, + GLenum pname, + GLintptr offset) +{ + return true; +} + +bool ValidateGetQueryBufferObjectuiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint id, + BufferID buffer, + GLenum pname, + GLintptr offset) +{ + return true; +} + +bool ValidateGetTextureImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels) +{ + return true; +} + +bool ValidateGetTextureLevelParameterfv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLenum pname, + const GLfloat *params) +{ + return true; +} + +bool ValidateGetTextureLevelParameteriv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetTextureParameterIiv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetTextureParameterIuiv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLuint *params) +{ + return true; +} + +bool ValidateGetTextureParameterfv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLfloat *params) +{ + return true; +} + +bool ValidateGetTextureParameteriv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateGetTextureSubImage(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels) +{ + return true; +} + +bool ValidateGetTransformFeedbacki64_v(const Context *context, + angle::EntryPoint entryPoint, + GLuint xfb, + GLenum pname, + GLuint index, + const GLint64 *param) +{ + return true; +} + +bool ValidateGetTransformFeedbacki_v(const Context *context, + angle::EntryPoint entryPoint, + GLuint xfb, + GLenum pname, + GLuint index, + const GLint *param) +{ + return true; +} + +bool ValidateGetTransformFeedbackiv(const Context *context, + angle::EntryPoint entryPoint, + GLuint xfb, + GLenum pname, + const GLint *param) +{ + return true; +} + +bool ValidateGetVertexArrayIndexed64iv(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint index, + GLenum pname, + const GLint64 *param) +{ + return true; +} + +bool ValidateGetVertexArrayIndexediv(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint index, + GLenum pname, + const GLint *param) +{ + return true; +} + +bool ValidateGetVertexArrayiv(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLenum pname, + const GLint *param) +{ + return true; +} + +bool ValidateGetnColorTable(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *table) +{ + return true; +} + +bool ValidateGetnCompressedTexImage(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLint lod, + GLsizei bufSize, + const void *pixels) +{ + return true; +} + +bool ValidateGetnConvolutionFilter(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *image) +{ + return true; +} + +bool ValidateGetnHistogram(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLboolean reset, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *values) +{ + return true; +} + +bool ValidateGetnMapdv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum query, + GLsizei bufSize, + const GLdouble *v) +{ + return true; +} + +bool ValidateGetnMapfv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum query, + GLsizei bufSize, + const GLfloat *v) +{ + return true; +} + +bool ValidateGetnMapiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum query, + GLsizei bufSize, + const GLint *v) +{ + return true; +} + +bool ValidateGetnMinmax(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLboolean reset, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *values) +{ + return true; +} + +bool ValidateGetnPixelMapfv(const Context *context, + angle::EntryPoint entryPoint, + GLenum map, + GLsizei bufSize, + const GLfloat *values) +{ + return true; +} + +bool ValidateGetnPixelMapuiv(const Context *context, + angle::EntryPoint entryPoint, + GLenum map, + GLsizei bufSize, + const GLuint *values) +{ + return true; +} + +bool ValidateGetnPixelMapusv(const Context *context, + angle::EntryPoint entryPoint, + GLenum map, + GLsizei bufSize, + const GLushort *values) +{ + return true; +} + +bool ValidateGetnPolygonStipple(const Context *context, + angle::EntryPoint entryPoint, + GLsizei bufSize, + const GLubyte *pattern) +{ + return true; +} + +bool ValidateGetnSeparableFilter(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLenum format, + GLenum type, + GLsizei rowBufSize, + const void *row, + GLsizei columnBufSize, + const void *column, + const void *span) +{ + return true; +} + +bool ValidateGetnTexImage(const Context *context, + angle::EntryPoint entryPoint, + GLenum target, + GLint level, + GLenum format, + GLenum type, + GLsizei bufSize, + const void *pixels) +{ + return true; +} + +bool ValidateGetnUniformdv(const Context *context, + angle::EntryPoint entryPoint, + ShaderProgramID program, + UniformLocation location, + GLsizei bufSize, + const GLdouble *params) +{ + return true; +} + +bool ValidateInvalidateNamedFramebufferData(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLsizei numAttachments, + const GLenum *attachments) +{ + return true; +} + +bool ValidateInvalidateNamedFramebufferSubData(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLsizei numAttachments, + const GLenum *attachments, + GLint x, + GLint y, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateMapNamedBuffer(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLenum access) +{ + return true; +} + +bool ValidateMapNamedBufferRange(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLintptr offset, + GLsizeiptr length, + GLbitfield access) +{ + return true; +} + +bool ValidateNamedBufferData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLsizeiptr size, + const void *data, + GLenum usage) +{ + return true; +} + +bool ValidateNamedBufferStorage(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLsizeiptr size, + const void *data, + GLbitfield flags) +{ + return true; +} + +bool ValidateNamedBufferSubData(const Context *context, + angle::EntryPoint entryPoint, + BufferID buffer, + GLintptr offset, + GLsizeiptr size, + const void *data) +{ + return true; +} + +bool ValidateNamedFramebufferDrawBuffer(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum buf) +{ + return true; +} + +bool ValidateNamedFramebufferDrawBuffers(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLsizei n, + const GLenum *bufs) +{ + return true; +} + +bool ValidateNamedFramebufferParameteri(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum pname, + GLint param) +{ + return true; +} + +bool ValidateNamedFramebufferReadBuffer(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum src) +{ + return true; +} + +bool ValidateNamedFramebufferRenderbuffer(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum attachment, + GLenum renderbuffertarget, + RenderbufferID renderbuffer) +{ + return true; +} + +bool ValidateNamedFramebufferTexture(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum attachment, + TextureID texture, + GLint level) +{ + return true; +} + +bool ValidateNamedFramebufferTextureLayer(const Context *context, + angle::EntryPoint entryPoint, + FramebufferID framebuffer, + GLenum attachment, + TextureID texture, + GLint level, + GLint layer) +{ + return true; +} + +bool ValidateNamedRenderbufferStorage(const Context *context, + angle::EntryPoint entryPoint, + RenderbufferID renderbuffer, + GLenum internalformat, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateNamedRenderbufferStorageMultisample(const Context *context, + angle::EntryPoint entryPoint, + RenderbufferID renderbuffer, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateTextureBarrier(const Context *context, angle::EntryPoint entryPoint) +{ + return true; +} + +bool ValidateTextureBuffer(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum internalformat, + BufferID buffer) +{ + return true; +} + +bool ValidateTextureBufferRange(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum internalformat, + BufferID buffer, + GLintptr offset, + GLsizeiptr size) +{ + return true; +} + +bool ValidateTextureParameterIiv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLint *params) +{ + return true; +} + +bool ValidateTextureParameterIuiv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLuint *params) +{ + return true; +} + +bool ValidateTextureParameterf(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + GLfloat param) +{ + return true; +} + +bool ValidateTextureParameterfv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLfloat *param) +{ + return true; +} + +bool ValidateTextureParameteri(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + GLint param) +{ + return true; +} + +bool ValidateTextureParameteriv(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLenum pname, + const GLint *param) +{ + return true; +} + +bool ValidateTextureStorage1D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLsizei levels, + GLenum internalformat, + GLsizei width) +{ + return true; +} + +bool ValidateTextureStorage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height) +{ + return true; +} + +bool ValidateTextureStorage2DMultisample(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLboolean fixedsamplelocations) +{ + return true; +} + +bool ValidateTextureStorage3D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLsizei levels, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth) +{ + return true; +} + +bool ValidateTextureStorage3DMultisample(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLsizei samples, + GLenum internalformat, + GLsizei width, + GLsizei height, + GLsizei depth, + GLboolean fixedsamplelocations) +{ + return true; +} + +bool ValidateTextureSubImage1D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLsizei width, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateTextureSubImage2D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLsizei width, + GLsizei height, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateTextureSubImage3D(const Context *context, + angle::EntryPoint entryPoint, + TextureID texture, + GLint level, + GLint xoffset, + GLint yoffset, + GLint zoffset, + GLsizei width, + GLsizei height, + GLsizei depth, + GLenum format, + GLenum type, + const void *pixels) +{ + return true; +} + +bool ValidateTransformFeedbackBufferBase(const Context *context, + angle::EntryPoint entryPoint, + GLuint xfb, + GLuint index, + BufferID buffer) +{ + return true; +} + +bool ValidateTransformFeedbackBufferRange(const Context *context, + angle::EntryPoint entryPoint, + GLuint xfb, + GLuint index, + BufferID buffer, + GLintptr offset, + GLsizeiptr size) +{ + return true; +} + +bool ValidateUnmapNamedBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID buffer) +{ + return true; +} + +bool ValidateVertexArrayAttribBinding(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint attribindex, + GLuint bindingindex) +{ + return true; +} + +bool ValidateVertexArrayAttribFormat(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint attribindex, + GLint size, + GLenum type, + GLboolean normalized, + GLuint relativeoffset) +{ + return true; +} + +bool ValidateVertexArrayAttribIFormat(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset) +{ + return true; +} + +bool ValidateVertexArrayAttribLFormat(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint attribindex, + GLint size, + GLenum type, + GLuint relativeoffset) +{ + return true; +} + +bool ValidateVertexArrayBindingDivisor(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint bindingindex, + GLuint divisor) +{ + return true; +} + +bool ValidateVertexArrayElementBuffer(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + BufferID buffer) +{ + return true; +} + +bool ValidateVertexArrayVertexBuffer(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint bindingindex, + BufferID buffer, + GLintptr offset, + GLsizei stride) +{ + return true; +} + +bool ValidateVertexArrayVertexBuffers(const Context *context, + angle::EntryPoint entryPoint, + VertexArrayID vaobj, + GLuint first, + GLsizei count, + const BufferID *buffers, + const GLintptr *offsets, + const GLsizei *strides) +{ + return true; +} + +bool ValidateMultiDrawArraysIndirectCount(const Context *context, + angle::EntryPoint entryPoint, + GLenum mode, + const void *indirect, + GLintptr drawcount, + GLsizei maxdrawcount, + GLsizei stride) +{ + return true; +} + +bool ValidateMultiDrawElementsIndirectCount(const Context *context, + angle::EntryPoint entryPoint, + GLenum mode, + GLenum type, + const void *indirect, + GLintptr drawcount, + GLsizei maxdrawcount, + GLsizei stride) +{ + return true; +} + +bool ValidatePolygonOffsetClamp(const Context *context, + angle::EntryPoint entryPoint, + GLfloat factor, + GLfloat units, + GLfloat clamp) +{ + return true; +} + +bool ValidateSpecializeShader(const Context *context, + angle::EntryPoint entryPoint, + GLuint shader, + const GLchar *pEntryPoint, + GLuint numSpecializationConstants, + const GLuint *pConstantIndex, + const GLuint *pConstantValue) +{ + return true; +} + +} // namespace gl |