// // 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(const Context *context, GLuint id, GLenum mode) { return true; } bool ValidateBindFragDataLocation(const Context *context, ShaderProgramID program, GLuint color, const GLchar *name) { return true; } bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp) { return true; } bool ValidateEndConditionalRender(const Context *context) { return true; } bool ValidateFramebufferTexture1D(const Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texture, GLint level) { return true; } bool ValidateFramebufferTexture3D(const Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texture, GLint level, GLint zoffset) { return true; } bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x) { return true; } bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x) { return true; } bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y) { return true; } bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y) { return true; } bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z) { return true; } bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v) { return true; } bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z) { return true; } bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v) { return true; } bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v) { return true; } bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v) { return true; } bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v) { return true; } bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v) { return true; } } // namespace gl