blob: 0a3b15491b8e13943341b289413bb9670639e4ac [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.
//
// validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
#include "libANGLE/validationGL43_autogen.h"
namespace gl
{
bool ValidateClearBufferData(Context *context,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearBufferSubData(Context *context,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateCopyImageSubData(Context *context,
GLuint srcName,
GLenum srcTarget,
GLint srcLevel,
GLint srcX,
GLint srcY,
GLint srcZ,
GLuint dstName,
GLenum dstTarget,
GLint dstLevel,
GLint dstX,
GLint dstY,
GLint dstZ,
GLsizei srcWidth,
GLsizei srcHeight,
GLsizei srcDepth)
{
return true;
}
bool ValidateDebugMessageCallback(Context *context, GLDEBUGPROC callback, const void *userParam)
{
return true;
}
bool ValidateDebugMessageControl(Context *context,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled)
{
return true;
}
bool ValidateDebugMessageInsert(Context *context,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf)
{
return true;
}
bool ValidateGetDebugMessageLog(Context *context,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog)
{
return true;
}
bool ValidateGetInternalformati64v(Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint64 *params)
{
return true;
}
bool ValidateGetObjectLabel(Context *context,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
return true;
}
bool ValidateGetObjectPtrLabel(Context *context,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label)
{
return true;
}
bool ValidateGetProgramResourceLocationIndex(Context *context,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{
return true;
}
bool ValidateInvalidateBufferData(Context *context, BufferID buffer)
{
return true;
}
bool ValidateInvalidateBufferSubData(Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateInvalidateTexImage(Context *context, TextureID texture, GLint level)
{
return true;
}
bool ValidateInvalidateTexSubImage(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateMultiDrawArraysIndirect(Context *context,
GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirect(Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateObjectLabel(Context *context,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label)
{
return true;
}
bool ValidateObjectPtrLabel(Context *context, const void *ptr, GLsizei length, const GLchar *label)
{
return true;
}
bool ValidatePopDebugGroup(Context *context)
{
return true;
}
bool ValidatePushDebugGroup(Context *context,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message)
{
return true;
}
bool ValidateShaderStorageBlockBinding(Context *context,
ShaderProgramID program,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{
return true;
}
bool ValidateTexBufferRange(Context *context,
GLenum target,
GLenum internalformat,
BufferID buffer,
GLintptr offset,
GLsizeiptr size)
{
return true;
}
bool ValidateTexStorage3DMultisample(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTextureView(Context *context,
TextureID texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{
return true;
}
bool ValidateVertexAttribLFormat(Context *context,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
} // namespace gl