| // |
| // 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 Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLint x) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI1iv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI1ui(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLuint x) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI1uiv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLuint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI2i(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLint x, |
| GLint y) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI2iv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI2ui(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLuint x, |
| GLuint y) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI2uiv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLuint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI3i(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLint x, |
| GLint y, |
| GLint z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI3iv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI3ui(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLuint x, |
| GLuint y, |
| GLuint z) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI3uiv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLuint *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI4bv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLbyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI4sv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLshort *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI4ubv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| const GLubyte *v) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribI4usv(const Context *context, |
| 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 Context *context, |
| 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 Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP1uiv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP2ui(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP2uiv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP3ui(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP3uiv(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP4ui(const Context *context, |
| angle::EntryPoint entryPoint, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP4uiv(const Context *context, |
| 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 |