| // | |
| // 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 |