1 //
2 // Copyright 2019 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters
7
8 #include "libANGLE/validationGL3_autogen.h"
9
10 namespace gl
11 {
12
ValidateBeginConditionalRender(Context * context,GLuint id,GLenum mode)13 bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode)
14 {
15 return true;
16 }
17
ValidateBindFragDataLocation(Context * context,GLuint program,GLuint color,const GLchar * name)18 bool ValidateBindFragDataLocation(Context *context,
19 GLuint program,
20 GLuint color,
21 const GLchar *name)
22 {
23 return true;
24 }
25
ValidateClampColor(Context * context,GLenum target,GLenum clamp)26 bool ValidateClampColor(Context *context, GLenum target, GLenum clamp)
27 {
28 return true;
29 }
30
ValidateColorMaski(Context * context,GLuint index,GLboolean r,GLboolean g,GLboolean b,GLboolean a)31 bool ValidateColorMaski(Context *context,
32 GLuint index,
33 GLboolean r,
34 GLboolean g,
35 GLboolean b,
36 GLboolean a)
37 {
38 return true;
39 }
40
ValidateDisablei(Context * context,GLenum target,GLuint index)41 bool ValidateDisablei(Context *context, GLenum target, GLuint index)
42 {
43 return true;
44 }
45
ValidateEnablei(Context * context,GLenum target,GLuint index)46 bool ValidateEnablei(Context *context, GLenum target, GLuint index)
47 {
48 return true;
49 }
50
ValidateEndConditionalRender(Context * context)51 bool ValidateEndConditionalRender(Context *context)
52 {
53 return true;
54 }
55
ValidateFramebufferTexture1D(Context * context,GLenum target,GLenum attachment,TextureTarget textargetPacked,TextureID texture,GLint level)56 bool ValidateFramebufferTexture1D(Context *context,
57 GLenum target,
58 GLenum attachment,
59 TextureTarget textargetPacked,
60 TextureID texture,
61 GLint level)
62 {
63 return true;
64 }
65
ValidateFramebufferTexture3D(Context * context,GLenum target,GLenum attachment,TextureTarget textargetPacked,TextureID texture,GLint level,GLint zoffset)66 bool ValidateFramebufferTexture3D(Context *context,
67 GLenum target,
68 GLenum attachment,
69 TextureTarget textargetPacked,
70 TextureID texture,
71 GLint level,
72 GLint zoffset)
73 {
74 return true;
75 }
76
ValidateGetTexParameterIiv(Context * context,TextureType targetPacked,GLenum pname,GLint * params)77 bool ValidateGetTexParameterIiv(Context *context,
78 TextureType targetPacked,
79 GLenum pname,
80 GLint *params)
81 {
82 return true;
83 }
84
ValidateGetTexParameterIuiv(Context * context,TextureType targetPacked,GLenum pname,GLuint * params)85 bool ValidateGetTexParameterIuiv(Context *context,
86 TextureType targetPacked,
87 GLenum pname,
88 GLuint *params)
89 {
90 return true;
91 }
92
ValidateIsEnabledi(Context * context,GLenum target,GLuint index)93 bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index)
94 {
95 return true;
96 }
97
ValidateTexParameterIiv(Context * context,TextureType targetPacked,GLenum pname,const GLint * params)98 bool ValidateTexParameterIiv(Context *context,
99 TextureType targetPacked,
100 GLenum pname,
101 const GLint *params)
102 {
103 return true;
104 }
105
ValidateTexParameterIuiv(Context * context,TextureType targetPacked,GLenum pname,const GLuint * params)106 bool ValidateTexParameterIuiv(Context *context,
107 TextureType targetPacked,
108 GLenum pname,
109 const GLuint *params)
110 {
111 return true;
112 }
113
ValidateVertexAttribI1i(Context * context,GLuint index,GLint x)114 bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x)
115 {
116 return true;
117 }
118
ValidateVertexAttribI1iv(Context * context,GLuint index,const GLint * v)119 bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v)
120 {
121 return true;
122 }
123
ValidateVertexAttribI1ui(Context * context,GLuint index,GLuint x)124 bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x)
125 {
126 return true;
127 }
128
ValidateVertexAttribI1uiv(Context * context,GLuint index,const GLuint * v)129 bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v)
130 {
131 return true;
132 }
133
ValidateVertexAttribI2i(Context * context,GLuint index,GLint x,GLint y)134 bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y)
135 {
136 return true;
137 }
138
ValidateVertexAttribI2iv(Context * context,GLuint index,const GLint * v)139 bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v)
140 {
141 return true;
142 }
143
ValidateVertexAttribI2ui(Context * context,GLuint index,GLuint x,GLuint y)144 bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y)
145 {
146 return true;
147 }
148
ValidateVertexAttribI2uiv(Context * context,GLuint index,const GLuint * v)149 bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v)
150 {
151 return true;
152 }
153
ValidateVertexAttribI3i(Context * context,GLuint index,GLint x,GLint y,GLint z)154 bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z)
155 {
156 return true;
157 }
158
ValidateVertexAttribI3iv(Context * context,GLuint index,const GLint * v)159 bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v)
160 {
161 return true;
162 }
163
ValidateVertexAttribI3ui(Context * context,GLuint index,GLuint x,GLuint y,GLuint z)164 bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
165 {
166 return true;
167 }
168
ValidateVertexAttribI3uiv(Context * context,GLuint index,const GLuint * v)169 bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v)
170 {
171 return true;
172 }
173
ValidateVertexAttribI4bv(Context * context,GLuint index,const GLbyte * v)174 bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v)
175 {
176 return true;
177 }
178
ValidateVertexAttribI4sv(Context * context,GLuint index,const GLshort * v)179 bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v)
180 {
181 return true;
182 }
183
ValidateVertexAttribI4ubv(Context * context,GLuint index,const GLubyte * v)184 bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v)
185 {
186 return true;
187 }
188
ValidateVertexAttribI4usv(Context * context,GLuint index,const GLushort * v)189 bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v)
190 {
191 return true;
192 }
193
194 } // namespace gl
195