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