// // 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(const Context *context, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data) { return true; } bool ValidateClearBufferSubData(const Context *context, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) { return true; } bool ValidateGetInternalformati64v(const Context *context, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, const GLint64 *params) { return true; } bool ValidateGetProgramResourceLocationIndex(const Context *context, ShaderProgramID program, GLenum programInterface, const GLchar *name) { return true; } bool ValidateInvalidateBufferData(const Context *context, BufferID buffer) { return true; } bool ValidateInvalidateBufferSubData(const Context *context, BufferID buffer, GLintptr offset, GLsizeiptr length) { return true; } bool ValidateInvalidateTexImage(const Context *context, TextureID texture, GLint level) { return true; } bool ValidateInvalidateTexSubImage(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth) { return true; } bool ValidateMultiDrawArraysIndirect(const Context *context, GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride) { return true; } bool ValidateMultiDrawElementsIndirect(const Context *context, GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride) { return true; } bool ValidateShaderStorageBlockBinding(const Context *context, ShaderProgramID program, GLuint storageBlockIndex, GLuint storageBlockBinding) { return true; } bool ValidateTextureView(const Context *context, TextureID texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers) { return true; } bool ValidateVertexAttribLFormat(const Context *context, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { return true; } } // namespace gl