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
7 // validationGL43.cpp: Validation functions for OpenGL 4.3 entry point parameters
8
9 #include "libANGLE/validationGL43_autogen.h"
10
11 namespace gl
12 {
13
ValidateClearBufferData(const Context * context,GLenum target,GLenum internalformat,GLenum format,GLenum type,const void * data)14 bool ValidateClearBufferData(const Context *context,
15 GLenum target,
16 GLenum internalformat,
17 GLenum format,
18 GLenum type,
19 const void *data)
20 {
21 return true;
22 }
23
ValidateClearBufferSubData(const Context * context,GLenum target,GLenum internalformat,GLintptr offset,GLsizeiptr size,GLenum format,GLenum type,const void * data)24 bool ValidateClearBufferSubData(const Context *context,
25 GLenum target,
26 GLenum internalformat,
27 GLintptr offset,
28 GLsizeiptr size,
29 GLenum format,
30 GLenum type,
31 const void *data)
32 {
33 return true;
34 }
35
ValidateGetInternalformati64v(const Context * context,GLenum target,GLenum internalformat,GLenum pname,GLsizei bufSize,const GLint64 * params)36 bool ValidateGetInternalformati64v(const Context *context,
37 GLenum target,
38 GLenum internalformat,
39 GLenum pname,
40 GLsizei bufSize,
41 const GLint64 *params)
42 {
43 return true;
44 }
45
ValidateGetProgramResourceLocationIndex(const Context * context,ShaderProgramID program,GLenum programInterface,const GLchar * name)46 bool ValidateGetProgramResourceLocationIndex(const Context *context,
47 ShaderProgramID program,
48 GLenum programInterface,
49 const GLchar *name)
50 {
51 return true;
52 }
53
ValidateInvalidateBufferData(const Context * context,BufferID buffer)54 bool ValidateInvalidateBufferData(const Context *context, BufferID buffer)
55 {
56 return true;
57 }
58
ValidateInvalidateBufferSubData(const Context * context,BufferID buffer,GLintptr offset,GLsizeiptr length)59 bool ValidateInvalidateBufferSubData(const Context *context,
60 BufferID buffer,
61 GLintptr offset,
62 GLsizeiptr length)
63 {
64 return true;
65 }
66
ValidateInvalidateTexImage(const Context * context,TextureID texture,GLint level)67 bool ValidateInvalidateTexImage(const Context *context, TextureID texture, GLint level)
68 {
69 return true;
70 }
71
ValidateInvalidateTexSubImage(const Context * context,TextureID texture,GLint level,GLint xoffset,GLint yoffset,GLint zoffset,GLsizei width,GLsizei height,GLsizei depth)72 bool ValidateInvalidateTexSubImage(const Context *context,
73 TextureID texture,
74 GLint level,
75 GLint xoffset,
76 GLint yoffset,
77 GLint zoffset,
78 GLsizei width,
79 GLsizei height,
80 GLsizei depth)
81 {
82 return true;
83 }
84
ValidateMultiDrawArraysIndirect(const Context * context,GLenum mode,const void * indirect,GLsizei drawcount,GLsizei stride)85 bool ValidateMultiDrawArraysIndirect(const Context *context,
86 GLenum mode,
87 const void *indirect,
88 GLsizei drawcount,
89 GLsizei stride)
90 {
91 return true;
92 }
93
ValidateMultiDrawElementsIndirect(const Context * context,GLenum mode,GLenum type,const void * indirect,GLsizei drawcount,GLsizei stride)94 bool ValidateMultiDrawElementsIndirect(const Context *context,
95 GLenum mode,
96 GLenum type,
97 const void *indirect,
98 GLsizei drawcount,
99 GLsizei stride)
100 {
101 return true;
102 }
103
ValidateShaderStorageBlockBinding(const Context * context,ShaderProgramID program,GLuint storageBlockIndex,GLuint storageBlockBinding)104 bool ValidateShaderStorageBlockBinding(const Context *context,
105 ShaderProgramID program,
106 GLuint storageBlockIndex,
107 GLuint storageBlockBinding)
108 {
109 return true;
110 }
111
ValidateTextureView(const Context * context,TextureID texture,GLenum target,GLuint origtexture,GLenum internalformat,GLuint minlevel,GLuint numlevels,GLuint minlayer,GLuint numlayers)112 bool ValidateTextureView(const Context *context,
113 TextureID texture,
114 GLenum target,
115 GLuint origtexture,
116 GLenum internalformat,
117 GLuint minlevel,
118 GLuint numlevels,
119 GLuint minlayer,
120 GLuint numlayers)
121 {
122 return true;
123 }
124
ValidateVertexAttribLFormat(const Context * context,GLuint attribindex,GLint size,GLenum type,GLuint relativeoffset)125 bool ValidateVertexAttribLFormat(const Context *context,
126 GLuint attribindex,
127 GLint size,
128 GLenum type,
129 GLuint relativeoffset)
130 {
131 return true;
132 }
133
134 } // namespace gl
135