blob: 3f3acf5f274b6353964b120c67783c4308ceddf3 [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.
//
// validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters
#include "libANGLE/validationGL33_autogen.h"
namespace gl
{
bool ValidateBindFragDataLocationIndexed(Context *context,
ShaderProgramID program,
GLuint colorNumber,
GLuint index,
const GLchar *name)
{
return true;
}
bool ValidateColorP3ui(Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateColorP4ui(Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateGetFragDataIndex(Context *context, ShaderProgramID program, const GLchar *name)
{
return true;
}
bool ValidateGetQueryObjecti64v(Context *context, QueryID id, GLenum pname, GLint64 *params)
{
return true;
}
bool ValidateGetQueryObjectui64v(Context *context, QueryID id, GLenum pname, GLuint64 *params)
{
return true;
}
bool ValidateGetSamplerParameterIiv(Context *context,
SamplerID sampler,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetSamplerParameterIuiv(Context *context,
SamplerID sampler,
GLenum pname,
GLuint *params)
{
return true;
}
bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP1uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP2uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP3uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords)
{
return true;
}
bool ValidateMultiTexCoordP4uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateQueryCounter(Context *context, QueryID id, QueryType targetPacked)
{
return true;
}
bool ValidateSamplerParameterIiv(Context *context,
SamplerID sampler,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateSamplerParameterIuiv(Context *context,
SamplerID sampler,
GLenum pname,
const GLuint *param)
{
return true;
}
bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color)
{
return true;
}
bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color)
{
return true;
}
bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords)
{
return true;
}
bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords)
{
return true;
}
bool ValidateVertexAttribP1ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP1uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP2ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP2uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP3ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP3uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexAttribP4ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value)
{
return true;
}
bool ValidateVertexAttribP4uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value)
{
return true;
}
bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value)
{
return true;
}
bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value)
{
return true;
}
bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value)
{
return true;
}
} // namespace gl