| // |
| // 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 |