| // | |
| // 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(Context *context, GLuint id, GLenum mode) | |
| { | |
| return true; | |
| } | |
| bool ValidateBindFragDataLocation(Context *context, | |
| GLuint program, | |
| GLuint color, | |
| const GLchar *name) | |
| { | |
| return true; | |
| } | |
| bool ValidateClampColor(Context *context, GLenum target, GLenum clamp) | |
| { | |
| return true; | |
| } | |
| bool ValidateColorMaski(Context *context, | |
| GLuint index, | |
| GLboolean r, | |
| GLboolean g, | |
| GLboolean b, | |
| GLboolean a) | |
| { | |
| return true; | |
| } | |
| bool ValidateDisablei(Context *context, GLenum target, GLuint index) | |
| { | |
| return true; | |
| } | |
| bool ValidateEnablei(Context *context, GLenum target, GLuint index) | |
| { | |
| return true; | |
| } | |
| bool ValidateEndConditionalRender(Context *context) | |
| { | |
| return true; | |
| } | |
| bool ValidateFramebufferTexture1D(Context *context, | |
| GLenum target, | |
| GLenum attachment, | |
| GLenum textarget, | |
| GLuint texture, | |
| GLint level) | |
| { | |
| return true; | |
| } | |
| bool ValidateFramebufferTexture3D(Context *context, | |
| GLenum target, | |
| GLenum attachment, | |
| TextureTarget textargetPacked, | |
| GLuint texture, | |
| GLint level, | |
| GLint zoffset) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetTexParameterIiv(Context *context, | |
| TextureType targetPacked, | |
| GLenum pname, | |
| GLint *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateGetTexParameterIuiv(Context *context, | |
| TextureType targetPacked, | |
| GLenum pname, | |
| GLuint *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index) | |
| { | |
| return true; | |
| } | |
| bool ValidateTexParameterIiv(Context *context, | |
| TextureType targetPacked, | |
| GLenum pname, | |
| const GLint *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateTexParameterIuiv(Context *context, | |
| TextureType targetPacked, | |
| GLenum pname, | |
| const GLuint *params) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v) | |
| { | |
| return true; | |
| } | |
| bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v) | |
| { | |
| return true; | |
| } | |
| } // namespace gl |