blob: 3e884d40144b0e49123493732d26b42cd2433528 [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.
//
// 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