blob: 295d433a047212d41f983efbe4a3147ff346a60b [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, GLuint id, GLenum mode)
{
return true;
}
bool ValidateBindFragDataLocation(const Context *context,
ShaderProgramID program,
GLuint color,
const GLchar *name)
{
return true;
}
bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp)
{
return true;
}
bool ValidateEndConditionalRender(const Context *context)
{
return true;
}
bool ValidateFramebufferTexture1D(const Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texture,
GLint level)
{
return true;
}
bool ValidateFramebufferTexture3D(const Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texture,
GLint level,
GLint zoffset)
{
return true;
}
bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x)
{
return true;
}
bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x)
{
return true;
}
bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y)
{
return true;
}
bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y)
{
return true;
}
bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z)
{
return true;
}
bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
{
return true;
}
bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v)
{
return true;
}
bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v)
{
return true;
}
bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v)
{
return true;
}
bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v)
{
return true;
}
bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v)
{
return true;
}
} // namespace gl