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//
// 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.
//
// validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
#include "libANGLE/validationGL43_autogen.h"
namespace gl
{
bool ValidateClearBufferData(const Context *context,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearBufferSubData(const Context *context,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateGetInternalformati64v(const Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
const GLint64 *params)
{
return true;
}
bool ValidateGetProgramResourceLocationIndex(const Context *context,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{
return true;
}
bool ValidateInvalidateBufferData(const Context *context, BufferID buffer)
{
return true;
}
bool ValidateInvalidateBufferSubData(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateInvalidateTexImage(const Context *context, TextureID texture, GLint level)
{
return true;
}
bool ValidateInvalidateTexSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateMultiDrawArraysIndirect(const Context *context,
GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirect(const Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateShaderStorageBlockBinding(const Context *context,
ShaderProgramID program,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{
return true;
}
bool ValidateTextureView(const Context *context,
TextureID texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{
return true;
}
bool ValidateVertexAttribLFormat(const Context *context,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
} // namespace gl