• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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(const Context * context,angle::EntryPoint entryPoint,GLuint id,GLenum mode)13 bool ValidateBeginConditionalRender(const Context *context,
14                                     angle::EntryPoint entryPoint,
15                                     GLuint id,
16                                     GLenum mode)
17 {
18     return true;
19 }
20 
ValidateBindFragDataLocation(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,GLuint color,const GLchar * name)21 bool ValidateBindFragDataLocation(const Context *context,
22                                   angle::EntryPoint entryPoint,
23                                   ShaderProgramID program,
24                                   GLuint color,
25                                   const GLchar *name)
26 {
27     return true;
28 }
29 
ValidateClampColor(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLenum clamp)30 bool ValidateClampColor(const Context *context,
31                         angle::EntryPoint entryPoint,
32                         GLenum target,
33                         GLenum clamp)
34 {
35     return true;
36 }
37 
ValidateEndConditionalRender(const Context * context,angle::EntryPoint entryPoint)38 bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint)
39 {
40     return true;
41 }
42 
ValidateFramebufferTexture1D(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLenum attachment,TextureTarget textargetPacked,TextureID texture,GLint level)43 bool ValidateFramebufferTexture1D(const Context *context,
44                                   angle::EntryPoint entryPoint,
45                                   GLenum target,
46                                   GLenum attachment,
47                                   TextureTarget textargetPacked,
48                                   TextureID texture,
49                                   GLint level)
50 {
51     return true;
52 }
53 
ValidateFramebufferTexture3D(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLenum attachment,TextureTarget textargetPacked,TextureID texture,GLint level,GLint zoffset)54 bool ValidateFramebufferTexture3D(const Context *context,
55                                   angle::EntryPoint entryPoint,
56                                   GLenum target,
57                                   GLenum attachment,
58                                   TextureTarget textargetPacked,
59                                   TextureID texture,
60                                   GLint level,
61                                   GLint zoffset)
62 {
63     return true;
64 }
65 
ValidateVertexAttribI1i(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLint x)66 bool ValidateVertexAttribI1i(const Context *context,
67                              angle::EntryPoint entryPoint,
68                              GLuint index,
69                              GLint x)
70 {
71     return true;
72 }
73 
ValidateVertexAttribI1iv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLint * v)74 bool ValidateVertexAttribI1iv(const Context *context,
75                               angle::EntryPoint entryPoint,
76                               GLuint index,
77                               const GLint *v)
78 {
79     return true;
80 }
81 
ValidateVertexAttribI1ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLuint x)82 bool ValidateVertexAttribI1ui(const Context *context,
83                               angle::EntryPoint entryPoint,
84                               GLuint index,
85                               GLuint x)
86 {
87     return true;
88 }
89 
ValidateVertexAttribI1uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)90 bool ValidateVertexAttribI1uiv(const Context *context,
91                                angle::EntryPoint entryPoint,
92                                GLuint index,
93                                const GLuint *v)
94 {
95     return true;
96 }
97 
ValidateVertexAttribI2i(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLint x,GLint y)98 bool ValidateVertexAttribI2i(const Context *context,
99                              angle::EntryPoint entryPoint,
100                              GLuint index,
101                              GLint x,
102                              GLint y)
103 {
104     return true;
105 }
106 
ValidateVertexAttribI2iv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLint * v)107 bool ValidateVertexAttribI2iv(const Context *context,
108                               angle::EntryPoint entryPoint,
109                               GLuint index,
110                               const GLint *v)
111 {
112     return true;
113 }
114 
ValidateVertexAttribI2ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLuint x,GLuint y)115 bool ValidateVertexAttribI2ui(const Context *context,
116                               angle::EntryPoint entryPoint,
117                               GLuint index,
118                               GLuint x,
119                               GLuint y)
120 {
121     return true;
122 }
123 
ValidateVertexAttribI2uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)124 bool ValidateVertexAttribI2uiv(const Context *context,
125                                angle::EntryPoint entryPoint,
126                                GLuint index,
127                                const GLuint *v)
128 {
129     return true;
130 }
131 
ValidateVertexAttribI3i(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLint x,GLint y,GLint z)132 bool ValidateVertexAttribI3i(const Context *context,
133                              angle::EntryPoint entryPoint,
134                              GLuint index,
135                              GLint x,
136                              GLint y,
137                              GLint z)
138 {
139     return true;
140 }
141 
ValidateVertexAttribI3iv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLint * v)142 bool ValidateVertexAttribI3iv(const Context *context,
143                               angle::EntryPoint entryPoint,
144                               GLuint index,
145                               const GLint *v)
146 {
147     return true;
148 }
149 
ValidateVertexAttribI3ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLuint x,GLuint y,GLuint z)150 bool ValidateVertexAttribI3ui(const Context *context,
151                               angle::EntryPoint entryPoint,
152                               GLuint index,
153                               GLuint x,
154                               GLuint y,
155                               GLuint z)
156 {
157     return true;
158 }
159 
ValidateVertexAttribI3uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)160 bool ValidateVertexAttribI3uiv(const Context *context,
161                                angle::EntryPoint entryPoint,
162                                GLuint index,
163                                const GLuint *v)
164 {
165     return true;
166 }
167 
ValidateVertexAttribI4bv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLbyte * v)168 bool ValidateVertexAttribI4bv(const Context *context,
169                               angle::EntryPoint entryPoint,
170                               GLuint index,
171                               const GLbyte *v)
172 {
173     return true;
174 }
175 
ValidateVertexAttribI4sv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)176 bool ValidateVertexAttribI4sv(const Context *context,
177                               angle::EntryPoint entryPoint,
178                               GLuint index,
179                               const GLshort *v)
180 {
181     return true;
182 }
183 
ValidateVertexAttribI4ubv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLubyte * v)184 bool ValidateVertexAttribI4ubv(const Context *context,
185                                angle::EntryPoint entryPoint,
186                                GLuint index,
187                                const GLubyte *v)
188 {
189     return true;
190 }
191 
ValidateVertexAttribI4usv(const Context * context,angle::EntryPoint entryPoint,GLuint index,const GLushort * v)192 bool ValidateVertexAttribI4usv(const Context *context,
193                                angle::EntryPoint entryPoint,
194                                GLuint index,
195                                const GLushort *v)
196 {
197     return true;
198 }
199 
ValidateGetActiveUniformName(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,GLuint uniformIndex,GLsizei bufSize,const GLsizei * length,const GLchar * uniformName)200 bool ValidateGetActiveUniformName(const Context *context,
201                                   angle::EntryPoint entryPoint,
202                                   ShaderProgramID program,
203                                   GLuint uniformIndex,
204                                   GLsizei bufSize,
205                                   const GLsizei *length,
206                                   const GLchar *uniformName)
207 {
208     return true;
209 }
210 
ValidatePrimitiveRestartIndex(const Context * context,angle::EntryPoint entryPoint,GLuint index)211 bool ValidatePrimitiveRestartIndex(const Context *context,
212                                    angle::EntryPoint entryPoint,
213                                    GLuint index)
214 {
215     return true;
216 }
217 
ValidateMultiDrawElementsBaseVertex(const Context * context,angle::EntryPoint entryPoint,PrimitiveMode mode,const GLsizei * count,DrawElementsType type,const void * const * indices,GLsizei drawcount,const GLint * basevertex)218 bool ValidateMultiDrawElementsBaseVertex(const Context *context,
219                                          angle::EntryPoint entryPoint,
220                                          PrimitiveMode mode,
221                                          const GLsizei *count,
222                                          DrawElementsType type,
223                                          const void *const *indices,
224                                          GLsizei drawcount,
225                                          const GLint *basevertex)
226 {
227     return true;
228 }
229 
ValidateProvokingVertex(const Context * context,angle::EntryPoint entryPoint,ProvokingVertexConvention modePacked)230 bool ValidateProvokingVertex(const Context *context,
231                              angle::EntryPoint entryPoint,
232                              ProvokingVertexConvention modePacked)
233 {
234     return true;
235 }
236 
ValidateTexImage2DMultisample(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,GLboolean fixedsamplelocations)237 bool ValidateTexImage2DMultisample(const Context *context,
238                                    angle::EntryPoint entryPoint,
239                                    GLenum target,
240                                    GLsizei samples,
241                                    GLenum internalformat,
242                                    GLsizei width,
243                                    GLsizei height,
244                                    GLboolean fixedsamplelocations)
245 {
246     return true;
247 }
248 
ValidateTexImage3DMultisample(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLboolean fixedsamplelocations)249 bool ValidateTexImage3DMultisample(const Context *context,
250                                    angle::EntryPoint entryPoint,
251                                    GLenum target,
252                                    GLsizei samples,
253                                    GLenum internalformat,
254                                    GLsizei width,
255                                    GLsizei height,
256                                    GLsizei depth,
257                                    GLboolean fixedsamplelocations)
258 {
259     return true;
260 }
261 
ValidateBindFragDataLocationIndexed(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,GLuint colorNumber,GLuint index,const GLchar * name)262 bool ValidateBindFragDataLocationIndexed(const Context *context,
263                                          angle::EntryPoint entryPoint,
264                                          ShaderProgramID program,
265                                          GLuint colorNumber,
266                                          GLuint index,
267                                          const GLchar *name)
268 {
269     return true;
270 }
271 
ValidateColorP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint color)272 bool ValidateColorP3ui(const Context *context,
273                        angle::EntryPoint entryPoint,
274                        GLenum type,
275                        GLuint color)
276 {
277     return true;
278 }
279 
ValidateColorP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * color)280 bool ValidateColorP3uiv(const Context *context,
281                         angle::EntryPoint entryPoint,
282                         GLenum type,
283                         const GLuint *color)
284 {
285     return true;
286 }
287 
ValidateColorP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint color)288 bool ValidateColorP4ui(const Context *context,
289                        angle::EntryPoint entryPoint,
290                        GLenum type,
291                        GLuint color)
292 {
293     return true;
294 }
295 
ValidateColorP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * color)296 bool ValidateColorP4uiv(const Context *context,
297                         angle::EntryPoint entryPoint,
298                         GLenum type,
299                         const GLuint *color)
300 {
301     return true;
302 }
303 
ValidateGetFragDataIndex(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,const GLchar * name)304 bool ValidateGetFragDataIndex(const Context *context,
305                               angle::EntryPoint entryPoint,
306                               ShaderProgramID program,
307                               const GLchar *name)
308 {
309     return true;
310 }
311 
ValidateGetQueryObjecti64v(const Context * context,angle::EntryPoint entryPoint,QueryID id,GLenum pname,const GLint64 * params)312 bool ValidateGetQueryObjecti64v(const Context *context,
313                                 angle::EntryPoint entryPoint,
314                                 QueryID id,
315                                 GLenum pname,
316                                 const GLint64 *params)
317 {
318     return true;
319 }
320 
ValidateGetQueryObjectui64v(const Context * context,angle::EntryPoint entryPoint,QueryID id,GLenum pname,const GLuint64 * params)321 bool ValidateGetQueryObjectui64v(const Context *context,
322                                  angle::EntryPoint entryPoint,
323                                  QueryID id,
324                                  GLenum pname,
325                                  const GLuint64 *params)
326 {
327     return true;
328 }
329 
ValidateMultiTexCoordP1ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)330 bool ValidateMultiTexCoordP1ui(const Context *context,
331                                angle::EntryPoint entryPoint,
332                                GLenum texture,
333                                GLenum type,
334                                GLuint coords)
335 {
336     return true;
337 }
338 
ValidateMultiTexCoordP1uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)339 bool ValidateMultiTexCoordP1uiv(const Context *context,
340                                 angle::EntryPoint entryPoint,
341                                 GLenum texture,
342                                 GLenum type,
343                                 const GLuint *coords)
344 {
345     return true;
346 }
347 
ValidateMultiTexCoordP2ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)348 bool ValidateMultiTexCoordP2ui(const Context *context,
349                                angle::EntryPoint entryPoint,
350                                GLenum texture,
351                                GLenum type,
352                                GLuint coords)
353 {
354     return true;
355 }
356 
ValidateMultiTexCoordP2uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)357 bool ValidateMultiTexCoordP2uiv(const Context *context,
358                                 angle::EntryPoint entryPoint,
359                                 GLenum texture,
360                                 GLenum type,
361                                 const GLuint *coords)
362 {
363     return true;
364 }
365 
ValidateMultiTexCoordP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)366 bool ValidateMultiTexCoordP3ui(const Context *context,
367                                angle::EntryPoint entryPoint,
368                                GLenum texture,
369                                GLenum type,
370                                GLuint coords)
371 {
372     return true;
373 }
374 
ValidateMultiTexCoordP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)375 bool ValidateMultiTexCoordP3uiv(const Context *context,
376                                 angle::EntryPoint entryPoint,
377                                 GLenum texture,
378                                 GLenum type,
379                                 const GLuint *coords)
380 {
381     return true;
382 }
383 
ValidateMultiTexCoordP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)384 bool ValidateMultiTexCoordP4ui(const Context *context,
385                                angle::EntryPoint entryPoint,
386                                GLenum texture,
387                                GLenum type,
388                                GLuint coords)
389 {
390     return true;
391 }
392 
ValidateMultiTexCoordP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)393 bool ValidateMultiTexCoordP4uiv(const Context *context,
394                                 angle::EntryPoint entryPoint,
395                                 GLenum texture,
396                                 GLenum type,
397                                 const GLuint *coords)
398 {
399     return true;
400 }
401 
ValidateNormalP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)402 bool ValidateNormalP3ui(const Context *context,
403                         angle::EntryPoint entryPoint,
404                         GLenum type,
405                         GLuint coords)
406 {
407     return true;
408 }
409 
ValidateNormalP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)410 bool ValidateNormalP3uiv(const Context *context,
411                          angle::EntryPoint entryPoint,
412                          GLenum type,
413                          const GLuint *coords)
414 {
415     return true;
416 }
417 
ValidateQueryCounter(const Context * context,angle::EntryPoint entryPoint,QueryID id,QueryType targetPacked)418 bool ValidateQueryCounter(const Context *context,
419                           angle::EntryPoint entryPoint,
420                           QueryID id,
421                           QueryType targetPacked)
422 {
423     return true;
424 }
425 
ValidateSecondaryColorP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint color)426 bool ValidateSecondaryColorP3ui(const Context *context,
427                                 angle::EntryPoint entryPoint,
428                                 GLenum type,
429                                 GLuint color)
430 {
431     return true;
432 }
433 
ValidateSecondaryColorP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * color)434 bool ValidateSecondaryColorP3uiv(const Context *context,
435                                  angle::EntryPoint entryPoint,
436                                  GLenum type,
437                                  const GLuint *color)
438 {
439     return true;
440 }
441 
ValidateTexCoordP1ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)442 bool ValidateTexCoordP1ui(const Context *context,
443                           angle::EntryPoint entryPoint,
444                           GLenum type,
445                           GLuint coords)
446 {
447     return true;
448 }
449 
ValidateTexCoordP1uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)450 bool ValidateTexCoordP1uiv(const Context *context,
451                            angle::EntryPoint entryPoint,
452                            GLenum type,
453                            const GLuint *coords)
454 {
455     return true;
456 }
457 
ValidateTexCoordP2ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)458 bool ValidateTexCoordP2ui(const Context *context,
459                           angle::EntryPoint entryPoint,
460                           GLenum type,
461                           GLuint coords)
462 {
463     return true;
464 }
465 
ValidateTexCoordP2uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)466 bool ValidateTexCoordP2uiv(const Context *context,
467                            angle::EntryPoint entryPoint,
468                            GLenum type,
469                            const GLuint *coords)
470 {
471     return true;
472 }
473 
ValidateTexCoordP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)474 bool ValidateTexCoordP3ui(const Context *context,
475                           angle::EntryPoint entryPoint,
476                           GLenum type,
477                           GLuint coords)
478 {
479     return true;
480 }
481 
ValidateTexCoordP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)482 bool ValidateTexCoordP3uiv(const Context *context,
483                            angle::EntryPoint entryPoint,
484                            GLenum type,
485                            const GLuint *coords)
486 {
487     return true;
488 }
489 
ValidateTexCoordP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)490 bool ValidateTexCoordP4ui(const Context *context,
491                           angle::EntryPoint entryPoint,
492                           GLenum type,
493                           GLuint coords)
494 {
495     return true;
496 }
497 
ValidateTexCoordP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)498 bool ValidateTexCoordP4uiv(const Context *context,
499                            angle::EntryPoint entryPoint,
500                            GLenum type,
501                            const GLuint *coords)
502 {
503     return true;
504 }
505 
ValidateVertexAttribP1ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)506 bool ValidateVertexAttribP1ui(const Context *context,
507                               angle::EntryPoint entryPoint,
508                               GLuint index,
509                               GLenum type,
510                               GLboolean normalized,
511                               GLuint value)
512 {
513     return true;
514 }
515 
ValidateVertexAttribP1uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)516 bool ValidateVertexAttribP1uiv(const Context *context,
517                                angle::EntryPoint entryPoint,
518                                GLuint index,
519                                GLenum type,
520                                GLboolean normalized,
521                                const GLuint *value)
522 {
523     return true;
524 }
525 
ValidateVertexAttribP2ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)526 bool ValidateVertexAttribP2ui(const Context *context,
527                               angle::EntryPoint entryPoint,
528                               GLuint index,
529                               GLenum type,
530                               GLboolean normalized,
531                               GLuint value)
532 {
533     return true;
534 }
535 
ValidateVertexAttribP2uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)536 bool ValidateVertexAttribP2uiv(const Context *context,
537                                angle::EntryPoint entryPoint,
538                                GLuint index,
539                                GLenum type,
540                                GLboolean normalized,
541                                const GLuint *value)
542 {
543     return true;
544 }
545 
ValidateVertexAttribP3ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)546 bool ValidateVertexAttribP3ui(const Context *context,
547                               angle::EntryPoint entryPoint,
548                               GLuint index,
549                               GLenum type,
550                               GLboolean normalized,
551                               GLuint value)
552 {
553     return true;
554 }
555 
ValidateVertexAttribP3uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)556 bool ValidateVertexAttribP3uiv(const Context *context,
557                                angle::EntryPoint entryPoint,
558                                GLuint index,
559                                GLenum type,
560                                GLboolean normalized,
561                                const GLuint *value)
562 {
563     return true;
564 }
565 
ValidateVertexAttribP4ui(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)566 bool ValidateVertexAttribP4ui(const Context *context,
567                               angle::EntryPoint entryPoint,
568                               GLuint index,
569                               GLenum type,
570                               GLboolean normalized,
571                               GLuint value)
572 {
573     return true;
574 }
575 
ValidateVertexAttribP4uiv(const Context * context,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)576 bool ValidateVertexAttribP4uiv(const Context *context,
577                                angle::EntryPoint entryPoint,
578                                GLuint index,
579                                GLenum type,
580                                GLboolean normalized,
581                                const GLuint *value)
582 {
583     return true;
584 }
585 
ValidateVertexP2ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint value)586 bool ValidateVertexP2ui(const Context *context,
587                         angle::EntryPoint entryPoint,
588                         GLenum type,
589                         GLuint value)
590 {
591     return true;
592 }
593 
ValidateVertexP2uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * value)594 bool ValidateVertexP2uiv(const Context *context,
595                          angle::EntryPoint entryPoint,
596                          GLenum type,
597                          const GLuint *value)
598 {
599     return true;
600 }
601 
ValidateVertexP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint value)602 bool ValidateVertexP3ui(const Context *context,
603                         angle::EntryPoint entryPoint,
604                         GLenum type,
605                         GLuint value)
606 {
607     return true;
608 }
609 
ValidateVertexP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * value)610 bool ValidateVertexP3uiv(const Context *context,
611                          angle::EntryPoint entryPoint,
612                          GLenum type,
613                          const GLuint *value)
614 {
615     return true;
616 }
617 
ValidateVertexP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint value)618 bool ValidateVertexP4ui(const Context *context,
619                         angle::EntryPoint entryPoint,
620                         GLenum type,
621                         GLuint value)
622 {
623     return true;
624 }
625 
ValidateVertexP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * value)626 bool ValidateVertexP4uiv(const Context *context,
627                          angle::EntryPoint entryPoint,
628                          GLenum type,
629                          const GLuint *value)
630 {
631     return true;
632 }
633 
634 }  // namespace gl
635