// // 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. // // validationGL45.cpp: Validation functions for OpenGL 4.5 entry point parameters #include "libANGLE/validationGL45_autogen.h" namespace gl { bool ValidateBindTextureUnit(const Context *context, GLuint unit, TextureID texture) { return true; } bool ValidateBlitNamedFramebuffer(const Context *context, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { return true; } bool ValidateCheckNamedFramebufferStatus(const Context *context, FramebufferID framebuffer, GLenum target) { return true; } bool ValidateClearNamedBufferData(const Context *context, BufferID buffer, GLenum internalformat, GLenum format, GLenum type, const void *data) { return true; } bool ValidateClearNamedBufferSubData(const Context *context, BufferID buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data) { return true; } bool ValidateClearNamedFramebufferfi(const Context *context, FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { return true; } bool ValidateClearNamedFramebufferfv(const Context *context, FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value) { return true; } bool ValidateClearNamedFramebufferiv(const Context *context, FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value) { return true; } bool ValidateClearNamedFramebufferuiv(const Context *context, FramebufferID framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value) { return true; } bool ValidateClipControl(const Context *context, GLenum origin, GLenum depth) { return true; } bool ValidateCompressedTextureSubImage1D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data) { return true; } bool ValidateCompressedTextureSubImage2D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) { return true; } bool ValidateCompressedTextureSubImage3D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) { return true; } bool ValidateCopyNamedBufferSubData(const Context *context, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { return true; } bool ValidateCopyTextureSubImage1D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) { return true; } bool ValidateCopyTextureSubImage2D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { return true; } bool ValidateCopyTextureSubImage3D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { return true; } bool ValidateCreateBuffers(const Context *context, GLsizei n, const BufferID *buffers) { return true; } bool ValidateCreateFramebuffers(const Context *context, GLsizei n, const GLuint *framebuffers) { return true; } bool ValidateCreateProgramPipelines(const Context *context, GLsizei n, const GLuint *pipelines) { return true; } bool ValidateCreateQueries(const Context *context, GLenum target, GLsizei n, const GLuint *ids) { return true; } bool ValidateCreateRenderbuffers(const Context *context, GLsizei n, const RenderbufferID *renderbuffers) { return true; } bool ValidateCreateSamplers(const Context *context, GLsizei n, const GLuint *samplers) { return true; } bool ValidateCreateTextures(const Context *context, GLenum target, GLsizei n, const GLuint *textures) { return true; } bool ValidateCreateTransformFeedbacks(const Context *context, GLsizei n, const GLuint *ids) { return true; } bool ValidateCreateVertexArrays(const Context *context, GLsizei n, const VertexArrayID *arrays) { return true; } bool ValidateDisableVertexArrayAttrib(const Context *context, VertexArrayID vaobj, GLuint index) { return true; } bool ValidateEnableVertexArrayAttrib(const Context *context, VertexArrayID vaobj, GLuint index) { return true; } bool ValidateFlushMappedNamedBufferRange(const Context *context, BufferID buffer, GLintptr offset, GLsizeiptr length) { return true; } bool ValidateGenerateTextureMipmap(const Context *context, TextureID texture) { return true; } bool ValidateGetCompressedTextureImage(const Context *context, TextureID texture, GLint level, GLsizei bufSize, const void *pixels) { return true; } bool ValidateGetCompressedTextureSubImage(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, const void *pixels) { return true; } bool ValidateGetNamedBufferParameteri64v(const Context *context, BufferID buffer, GLenum pname, const GLint64 *params) { return true; } bool ValidateGetNamedBufferParameteriv(const Context *context, BufferID buffer, GLenum pname, const GLint *params) { return true; } bool ValidateGetNamedBufferPointerv(const Context *context, BufferID buffer, GLenum pname, void *const *params) { return true; } bool ValidateGetNamedBufferSubData(const Context *context, BufferID buffer, GLintptr offset, GLsizeiptr size, const void *data) { return true; } bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context, FramebufferID framebuffer, GLenum attachment, GLenum pname, const GLint *params) { return true; } bool ValidateGetNamedFramebufferParameteriv(const Context *context, FramebufferID framebuffer, GLenum pname, const GLint *param) { return true; } bool ValidateGetNamedRenderbufferParameteriv(const Context *context, RenderbufferID renderbuffer, GLenum pname, const GLint *params) { return true; } bool ValidateGetQueryBufferObjecti64v(const Context *context, GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { return true; } bool ValidateGetQueryBufferObjectiv(const Context *context, GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { return true; } bool ValidateGetQueryBufferObjectui64v(const Context *context, GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { return true; } bool ValidateGetQueryBufferObjectuiv(const Context *context, GLuint id, BufferID buffer, GLenum pname, GLintptr offset) { return true; } bool ValidateGetTextureImage(const Context *context, TextureID texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, const void *pixels) { return true; } bool ValidateGetTextureLevelParameterfv(const Context *context, TextureID texture, GLint level, GLenum pname, const GLfloat *params) { return true; } bool ValidateGetTextureLevelParameteriv(const Context *context, TextureID texture, GLint level, GLenum pname, const GLint *params) { return true; } bool ValidateGetTextureParameterIiv(const Context *context, TextureID texture, GLenum pname, const GLint *params) { return true; } bool ValidateGetTextureParameterIuiv(const Context *context, TextureID texture, GLenum pname, const GLuint *params) { return true; } bool ValidateGetTextureParameterfv(const Context *context, TextureID texture, GLenum pname, const GLfloat *params) { return true; } bool ValidateGetTextureParameteriv(const Context *context, TextureID texture, GLenum pname, const GLint *params) { return true; } bool ValidateGetTextureSubImage(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, const void *pixels) { return true; } bool ValidateGetTransformFeedbacki64_v(const Context *context, GLuint xfb, GLenum pname, GLuint index, const GLint64 *param) { return true; } bool ValidateGetTransformFeedbacki_v(const Context *context, GLuint xfb, GLenum pname, GLuint index, const GLint *param) { return true; } bool ValidateGetTransformFeedbackiv(const Context *context, GLuint xfb, GLenum pname, const GLint *param) { return true; } bool ValidateGetVertexArrayIndexed64iv(const Context *context, VertexArrayID vaobj, GLuint index, GLenum pname, const GLint64 *param) { return true; } bool ValidateGetVertexArrayIndexediv(const Context *context, VertexArrayID vaobj, GLuint index, GLenum pname, const GLint *param) { return true; } bool ValidateGetVertexArrayiv(const Context *context, VertexArrayID vaobj, GLenum pname, const GLint *param) { return true; } bool ValidateGetnColorTable(const Context *context, GLenum target, GLenum format, GLenum type, GLsizei bufSize, const void *table) { return true; } bool ValidateGetnCompressedTexImage(const Context *context, GLenum target, GLint lod, GLsizei bufSize, const void *pixels) { return true; } bool ValidateGetnConvolutionFilter(const Context *context, GLenum target, GLenum format, GLenum type, GLsizei bufSize, const void *image) { return true; } bool ValidateGetnHistogram(const Context *context, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, const void *values) { return true; } bool ValidateGetnMapdv(const Context *context, GLenum target, GLenum query, GLsizei bufSize, const GLdouble *v) { return true; } bool ValidateGetnMapfv(const Context *context, GLenum target, GLenum query, GLsizei bufSize, const GLfloat *v) { return true; } bool ValidateGetnMapiv(const Context *context, GLenum target, GLenum query, GLsizei bufSize, const GLint *v) { return true; } bool ValidateGetnMinmax(const Context *context, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, const void *values) { return true; } bool ValidateGetnPixelMapfv(const Context *context, GLenum map, GLsizei bufSize, const GLfloat *values) { return true; } bool ValidateGetnPixelMapuiv(const Context *context, GLenum map, GLsizei bufSize, const GLuint *values) { return true; } bool ValidateGetnPixelMapusv(const Context *context, GLenum map, GLsizei bufSize, const GLushort *values) { return true; } bool ValidateGetnPolygonStipple(const Context *context, GLsizei bufSize, const GLubyte *pattern) { return true; } bool ValidateGetnSeparableFilter(const Context *context, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, const void *row, GLsizei columnBufSize, const void *column, const void *span) { return true; } bool ValidateGetnTexImage(const Context *context, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, const void *pixels) { return true; } bool ValidateGetnUniformdv(const Context *context, ShaderProgramID program, UniformLocation location, GLsizei bufSize, const GLdouble *params) { return true; } bool ValidateInvalidateNamedFramebufferData(const Context *context, FramebufferID framebuffer, GLsizei numAttachments, const GLenum *attachments) { return true; } bool ValidateInvalidateNamedFramebufferSubData(const Context *context, FramebufferID framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) { return true; } bool ValidateMapNamedBuffer(const Context *context, BufferID buffer, GLenum access) { return true; } bool ValidateMapNamedBufferRange(const Context *context, BufferID buffer, GLintptr offset, GLsizeiptr length, GLbitfield access) { return true; } bool ValidateNamedBufferData(const Context *context, BufferID buffer, GLsizeiptr size, const void *data, GLenum usage) { return true; } bool ValidateNamedBufferStorage(const Context *context, BufferID buffer, GLsizeiptr size, const void *data, GLbitfield flags) { return true; } bool ValidateNamedBufferSubData(const Context *context, BufferID buffer, GLintptr offset, GLsizeiptr size, const void *data) { return true; } bool ValidateNamedFramebufferDrawBuffer(const Context *context, FramebufferID framebuffer, GLenum buf) { return true; } bool ValidateNamedFramebufferDrawBuffers(const Context *context, FramebufferID framebuffer, GLsizei n, const GLenum *bufs) { return true; } bool ValidateNamedFramebufferParameteri(const Context *context, FramebufferID framebuffer, GLenum pname, GLint param) { return true; } bool ValidateNamedFramebufferReadBuffer(const Context *context, FramebufferID framebuffer, GLenum src) { return true; } bool ValidateNamedFramebufferRenderbuffer(const Context *context, FramebufferID framebuffer, GLenum attachment, GLenum renderbuffertarget, RenderbufferID renderbuffer) { return true; } bool ValidateNamedFramebufferTexture(const Context *context, FramebufferID framebuffer, GLenum attachment, TextureID texture, GLint level) { return true; } bool ValidateNamedFramebufferTextureLayer(const Context *context, FramebufferID framebuffer, GLenum attachment, TextureID texture, GLint level, GLint layer) { return true; } bool ValidateNamedRenderbufferStorage(const Context *context, RenderbufferID renderbuffer, GLenum internalformat, GLsizei width, GLsizei height) { return true; } bool ValidateNamedRenderbufferStorageMultisample(const Context *context, RenderbufferID renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { return true; } bool ValidateTextureBarrier(const Context *context) { return true; } bool ValidateTextureBuffer(const Context *context, TextureID texture, GLenum internalformat, BufferID buffer) { return true; } bool ValidateTextureBufferRange(const Context *context, TextureID texture, GLenum internalformat, BufferID buffer, GLintptr offset, GLsizeiptr size) { return true; } bool ValidateTextureParameterIiv(const Context *context, TextureID texture, GLenum pname, const GLint *params) { return true; } bool ValidateTextureParameterIuiv(const Context *context, TextureID texture, GLenum pname, const GLuint *params) { return true; } bool ValidateTextureParameterf(const Context *context, TextureID texture, GLenum pname, GLfloat param) { return true; } bool ValidateTextureParameterfv(const Context *context, TextureID texture, GLenum pname, const GLfloat *param) { return true; } bool ValidateTextureParameteri(const Context *context, TextureID texture, GLenum pname, GLint param) { return true; } bool ValidateTextureParameteriv(const Context *context, TextureID texture, GLenum pname, const GLint *param) { return true; } bool ValidateTextureStorage1D(const Context *context, TextureID texture, GLsizei levels, GLenum internalformat, GLsizei width) { return true; } bool ValidateTextureStorage2D(const Context *context, TextureID texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { return true; } bool ValidateTextureStorage2DMultisample(const Context *context, TextureID texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) { return true; } bool ValidateTextureStorage3D(const Context *context, TextureID texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { return true; } bool ValidateTextureStorage3DMultisample(const Context *context, TextureID texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) { return true; } bool ValidateTextureSubImage1D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateTextureSubImage2D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateTextureSubImage3D(const Context *context, TextureID texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) { return true; } bool ValidateTransformFeedbackBufferBase(const Context *context, GLuint xfb, GLuint index, BufferID buffer) { return true; } bool ValidateTransformFeedbackBufferRange(const Context *context, GLuint xfb, GLuint index, BufferID buffer, GLintptr offset, GLsizeiptr size) { return true; } bool ValidateUnmapNamedBuffer(const Context *context, BufferID buffer) { return true; } bool ValidateVertexArrayAttribBinding(const Context *context, VertexArrayID vaobj, GLuint attribindex, GLuint bindingindex) { return true; } bool ValidateVertexArrayAttribFormat(const Context *context, VertexArrayID vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) { return true; } bool ValidateVertexArrayAttribIFormat(const Context *context, VertexArrayID vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { return true; } bool ValidateVertexArrayAttribLFormat(const Context *context, VertexArrayID vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) { return true; } bool ValidateVertexArrayBindingDivisor(const Context *context, VertexArrayID vaobj, GLuint bindingindex, GLuint divisor) { return true; } bool ValidateVertexArrayElementBuffer(const Context *context, VertexArrayID vaobj, BufferID buffer) { return true; } bool ValidateVertexArrayVertexBuffer(const Context *context, VertexArrayID vaobj, GLuint bindingindex, BufferID buffer, GLintptr offset, GLsizei stride) { return true; } bool ValidateVertexArrayVertexBuffers(const Context *context, VertexArrayID vaobj, GLuint first, GLsizei count, const BufferID *buffers, const GLintptr *offsets, const GLsizei *strides) { return true; } } // namespace gl