blob: 67dc6d899f23037370854e95c2619db61a4a9374 [file] [log] [blame]
//
// Copyright 2019 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters
#include "libANGLE/validationGL3_autogen.h"
namespace gl
{
bool ValidateBeginConditionalRender(const Context *context,
angle::EntryPoint entryPoint,
GLuint id,
GLenum mode)
{
return true;
}
bool ValidateBindFragDataLocation(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLuint color,
const GLchar *name)
{
return true;
}
bool ValidateClampColor(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum clamp)
{
return true;
}
bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint)
{
return true;
}
bool ValidateFramebufferTexture1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texture,
GLint level)
{
return true;
}
bool ValidateFramebufferTexture3D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texture,
GLint level,
GLint zoffset)
{
return true;
}
bool ValidateVertexAttribI1i(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLint x)
{
return true;
}
bool ValidateVertexAttribI1iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v)
{
return true;
}
bool ValidateVertexAttribI1ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x)
{
return true;
}
bool ValidateVertexAttribI1uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI2i(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y)
{
return true;
}
bool ValidateVertexAttribI2iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v)
{
return true;
}
bool ValidateVertexAttribI2ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y)
{
return true;
}
bool ValidateVertexAttribI2uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI3i(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y,
GLint z)
{
return true;
}
bool ValidateVertexAttribI3iv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v)
{
return true;
}
bool ValidateVertexAttribI3ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y,
GLuint z)
{
return true;
}
bool ValidateVertexAttribI3uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI4bv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLbyte *v)
{
return true;
}
bool ValidateVertexAttribI4sv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLshort *v)
{
return true;
}
bool ValidateVertexAttribI4ubv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLubyte *v)
{
return true;
}
bool ValidateVertexAttribI4usv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
const GLushort *v)
{
return true;
}
bool ValidateGetActiveUniformName(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLuint uniformIndex,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformName)
{
return true;
}
bool ValidatePrimitiveRestartIndex(const Context *context,
angle::EntryPoint entryPoint,
GLuint index)
{
return true;
}
bool ValidateMultiDrawElementsBaseVertex(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode mode,
const GLsizei *count,
DrawElementsType type,
const void *const *indices,
GLsizei drawcount,
const GLint *basevertex)
{
return true;
}
bool ValidateProvokingVertex(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
ProvokingVertexConvention modePacked)
{
return true;
}
bool ValidateTexImage2DMultisample(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTexImage3DMultisample(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateBindFragDataLocationIndexed(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{
return true;
}
bool ValidateColorP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint color)
{
return true;
}
bool ValidateColorP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *color)
{
return true;
}
bool ValidateColorP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint color)
{
return true;
}
bool ValidateColorP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *color)
{
return true;
}
bool ValidateGetFragDataIndex(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID program,
const GLchar *name)
{
return true;
}
bool ValidateGetQueryObjecti64v(const Context *context,
angle::EntryPoint entryPoint,
QueryID id,
GLenum pname,
const GLint64 *params)
{
return true;
}
bool ValidateGetQueryObjectui64v(const Context *context,
angle::EntryPoint entryPoint,
QueryID id,
GLenum pname,
const GLuint64 *params)
{
return true;
}
bool ValidateMultiTexCoordP1ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP1uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum texture,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateNormalP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateNormalP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateQueryCounter(const Context *context,
angle::EntryPoint entryPoint,
QueryID id,
QueryType targetPacked)
{
return true;
}
bool ValidateSecondaryColorP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint color)
{
return true;
}
bool ValidateSecondaryColorP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *color)
{
return true;
}
bool ValidateTexCoordP1ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateTexCoordP1uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateTexCoordP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateTexCoordP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint coords)
{
return true;
}
bool ValidateTexCoordP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *coords)
{
return true;
}
bool ValidateVertexAttribP1ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP1uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP2ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP2uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP3ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP3uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP4ui(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP4uiv(const PrivateState &state,
ErrorSet *errors,
angle::EntryPoint entryPoint,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexP2ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint value)
{
return true;
}
bool ValidateVertexP2uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *value)
{
return true;
}
bool ValidateVertexP3ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint value)
{
return true;
}
bool ValidateVertexP3uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *value)
{
return true;
}
bool ValidateVertexP4ui(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLuint value)
{
return true;
}
bool ValidateVertexP4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
const GLuint *value)
{
return true;
}
} // namespace gl