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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 PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLint x)66 bool ValidateVertexAttribI1i(const PrivateState &state,
67                              ErrorSet *errors,
68                              angle::EntryPoint entryPoint,
69                              GLuint index,
70                              GLint x)
71 {
72     return true;
73 }
74 
ValidateVertexAttribI1iv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLint * v)75 bool ValidateVertexAttribI1iv(const PrivateState &state,
76                               ErrorSet *errors,
77                               angle::EntryPoint entryPoint,
78                               GLuint index,
79                               const GLint *v)
80 {
81     return true;
82 }
83 
ValidateVertexAttribI1ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLuint x)84 bool ValidateVertexAttribI1ui(const PrivateState &state,
85                               ErrorSet *errors,
86                               angle::EntryPoint entryPoint,
87                               GLuint index,
88                               GLuint x)
89 {
90     return true;
91 }
92 
ValidateVertexAttribI1uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)93 bool ValidateVertexAttribI1uiv(const PrivateState &state,
94                                ErrorSet *errors,
95                                angle::EntryPoint entryPoint,
96                                GLuint index,
97                                const GLuint *v)
98 {
99     return true;
100 }
101 
ValidateVertexAttribI2i(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLint x,GLint y)102 bool ValidateVertexAttribI2i(const PrivateState &state,
103                              ErrorSet *errors,
104                              angle::EntryPoint entryPoint,
105                              GLuint index,
106                              GLint x,
107                              GLint y)
108 {
109     return true;
110 }
111 
ValidateVertexAttribI2iv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLint * v)112 bool ValidateVertexAttribI2iv(const PrivateState &state,
113                               ErrorSet *errors,
114                               angle::EntryPoint entryPoint,
115                               GLuint index,
116                               const GLint *v)
117 {
118     return true;
119 }
120 
ValidateVertexAttribI2ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLuint x,GLuint y)121 bool ValidateVertexAttribI2ui(const PrivateState &state,
122                               ErrorSet *errors,
123                               angle::EntryPoint entryPoint,
124                               GLuint index,
125                               GLuint x,
126                               GLuint y)
127 {
128     return true;
129 }
130 
ValidateVertexAttribI2uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)131 bool ValidateVertexAttribI2uiv(const PrivateState &state,
132                                ErrorSet *errors,
133                                angle::EntryPoint entryPoint,
134                                GLuint index,
135                                const GLuint *v)
136 {
137     return true;
138 }
139 
ValidateVertexAttribI3i(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLint x,GLint y,GLint z)140 bool ValidateVertexAttribI3i(const PrivateState &state,
141                              ErrorSet *errors,
142                              angle::EntryPoint entryPoint,
143                              GLuint index,
144                              GLint x,
145                              GLint y,
146                              GLint z)
147 {
148     return true;
149 }
150 
ValidateVertexAttribI3iv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLint * v)151 bool ValidateVertexAttribI3iv(const PrivateState &state,
152                               ErrorSet *errors,
153                               angle::EntryPoint entryPoint,
154                               GLuint index,
155                               const GLint *v)
156 {
157     return true;
158 }
159 
ValidateVertexAttribI3ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLuint x,GLuint y,GLuint z)160 bool ValidateVertexAttribI3ui(const PrivateState &state,
161                               ErrorSet *errors,
162                               angle::EntryPoint entryPoint,
163                               GLuint index,
164                               GLuint x,
165                               GLuint y,
166                               GLuint z)
167 {
168     return true;
169 }
170 
ValidateVertexAttribI3uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLuint * v)171 bool ValidateVertexAttribI3uiv(const PrivateState &state,
172                                ErrorSet *errors,
173                                angle::EntryPoint entryPoint,
174                                GLuint index,
175                                const GLuint *v)
176 {
177     return true;
178 }
179 
ValidateVertexAttribI4bv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLbyte * v)180 bool ValidateVertexAttribI4bv(const PrivateState &state,
181                               ErrorSet *errors,
182                               angle::EntryPoint entryPoint,
183                               GLuint index,
184                               const GLbyte *v)
185 {
186     return true;
187 }
188 
ValidateVertexAttribI4sv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLshort * v)189 bool ValidateVertexAttribI4sv(const PrivateState &state,
190                               ErrorSet *errors,
191                               angle::EntryPoint entryPoint,
192                               GLuint index,
193                               const GLshort *v)
194 {
195     return true;
196 }
197 
ValidateVertexAttribI4ubv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLubyte * v)198 bool ValidateVertexAttribI4ubv(const PrivateState &state,
199                                ErrorSet *errors,
200                                angle::EntryPoint entryPoint,
201                                GLuint index,
202                                const GLubyte *v)
203 {
204     return true;
205 }
206 
ValidateVertexAttribI4usv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,const GLushort * v)207 bool ValidateVertexAttribI4usv(const PrivateState &state,
208                                ErrorSet *errors,
209                                angle::EntryPoint entryPoint,
210                                GLuint index,
211                                const GLushort *v)
212 {
213     return true;
214 }
215 
ValidateGetActiveUniformName(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,GLuint uniformIndex,GLsizei bufSize,const GLsizei * length,const GLchar * uniformName)216 bool ValidateGetActiveUniformName(const Context *context,
217                                   angle::EntryPoint entryPoint,
218                                   ShaderProgramID program,
219                                   GLuint uniformIndex,
220                                   GLsizei bufSize,
221                                   const GLsizei *length,
222                                   const GLchar *uniformName)
223 {
224     return true;
225 }
226 
ValidatePrimitiveRestartIndex(const Context * context,angle::EntryPoint entryPoint,GLuint index)227 bool ValidatePrimitiveRestartIndex(const Context *context,
228                                    angle::EntryPoint entryPoint,
229                                    GLuint index)
230 {
231     return true;
232 }
233 
ValidateMultiDrawElementsBaseVertex(const Context * context,angle::EntryPoint entryPoint,PrimitiveMode mode,const GLsizei * count,DrawElementsType type,const void * const * indices,GLsizei drawcount,const GLint * basevertex)234 bool ValidateMultiDrawElementsBaseVertex(const Context *context,
235                                          angle::EntryPoint entryPoint,
236                                          PrimitiveMode mode,
237                                          const GLsizei *count,
238                                          DrawElementsType type,
239                                          const void *const *indices,
240                                          GLsizei drawcount,
241                                          const GLint *basevertex)
242 {
243     return true;
244 }
245 
ValidateProvokingVertex(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,ProvokingVertexConvention modePacked)246 bool ValidateProvokingVertex(const PrivateState &state,
247                              ErrorSet *errors,
248                              angle::EntryPoint entryPoint,
249                              ProvokingVertexConvention modePacked)
250 {
251     return true;
252 }
253 
ValidateTexImage2DMultisample(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,GLboolean fixedsamplelocations)254 bool ValidateTexImage2DMultisample(const Context *context,
255                                    angle::EntryPoint entryPoint,
256                                    GLenum target,
257                                    GLsizei samples,
258                                    GLenum internalformat,
259                                    GLsizei width,
260                                    GLsizei height,
261                                    GLboolean fixedsamplelocations)
262 {
263     return true;
264 }
265 
ValidateTexImage3DMultisample(const Context * context,angle::EntryPoint entryPoint,GLenum target,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLboolean fixedsamplelocations)266 bool ValidateTexImage3DMultisample(const Context *context,
267                                    angle::EntryPoint entryPoint,
268                                    GLenum target,
269                                    GLsizei samples,
270                                    GLenum internalformat,
271                                    GLsizei width,
272                                    GLsizei height,
273                                    GLsizei depth,
274                                    GLboolean fixedsamplelocations)
275 {
276     return true;
277 }
278 
ValidateBindFragDataLocationIndexed(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,GLuint colorNumber,GLuint index,const GLchar * name)279 bool ValidateBindFragDataLocationIndexed(const Context *context,
280                                          angle::EntryPoint entryPoint,
281                                          ShaderProgramID program,
282                                          GLuint colorNumber,
283                                          GLuint index,
284                                          const GLchar *name)
285 {
286     return true;
287 }
288 
ValidateColorP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint color)289 bool ValidateColorP3ui(const Context *context,
290                        angle::EntryPoint entryPoint,
291                        GLenum type,
292                        GLuint color)
293 {
294     return true;
295 }
296 
ValidateColorP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * color)297 bool ValidateColorP3uiv(const Context *context,
298                         angle::EntryPoint entryPoint,
299                         GLenum type,
300                         const GLuint *color)
301 {
302     return true;
303 }
304 
ValidateColorP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint color)305 bool ValidateColorP4ui(const Context *context,
306                        angle::EntryPoint entryPoint,
307                        GLenum type,
308                        GLuint color)
309 {
310     return true;
311 }
312 
ValidateColorP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * color)313 bool ValidateColorP4uiv(const Context *context,
314                         angle::EntryPoint entryPoint,
315                         GLenum type,
316                         const GLuint *color)
317 {
318     return true;
319 }
320 
ValidateGetFragDataIndex(const Context * context,angle::EntryPoint entryPoint,ShaderProgramID program,const GLchar * name)321 bool ValidateGetFragDataIndex(const Context *context,
322                               angle::EntryPoint entryPoint,
323                               ShaderProgramID program,
324                               const GLchar *name)
325 {
326     return true;
327 }
328 
ValidateGetQueryObjecti64v(const Context * context,angle::EntryPoint entryPoint,QueryID id,GLenum pname,const GLint64 * params)329 bool ValidateGetQueryObjecti64v(const Context *context,
330                                 angle::EntryPoint entryPoint,
331                                 QueryID id,
332                                 GLenum pname,
333                                 const GLint64 *params)
334 {
335     return true;
336 }
337 
ValidateGetQueryObjectui64v(const Context * context,angle::EntryPoint entryPoint,QueryID id,GLenum pname,const GLuint64 * params)338 bool ValidateGetQueryObjectui64v(const Context *context,
339                                  angle::EntryPoint entryPoint,
340                                  QueryID id,
341                                  GLenum pname,
342                                  const GLuint64 *params)
343 {
344     return true;
345 }
346 
ValidateMultiTexCoordP1ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)347 bool ValidateMultiTexCoordP1ui(const Context *context,
348                                angle::EntryPoint entryPoint,
349                                GLenum texture,
350                                GLenum type,
351                                GLuint coords)
352 {
353     return true;
354 }
355 
ValidateMultiTexCoordP1uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)356 bool ValidateMultiTexCoordP1uiv(const Context *context,
357                                 angle::EntryPoint entryPoint,
358                                 GLenum texture,
359                                 GLenum type,
360                                 const GLuint *coords)
361 {
362     return true;
363 }
364 
ValidateMultiTexCoordP2ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)365 bool ValidateMultiTexCoordP2ui(const Context *context,
366                                angle::EntryPoint entryPoint,
367                                GLenum texture,
368                                GLenum type,
369                                GLuint coords)
370 {
371     return true;
372 }
373 
ValidateMultiTexCoordP2uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)374 bool ValidateMultiTexCoordP2uiv(const Context *context,
375                                 angle::EntryPoint entryPoint,
376                                 GLenum texture,
377                                 GLenum type,
378                                 const GLuint *coords)
379 {
380     return true;
381 }
382 
ValidateMultiTexCoordP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)383 bool ValidateMultiTexCoordP3ui(const Context *context,
384                                angle::EntryPoint entryPoint,
385                                GLenum texture,
386                                GLenum type,
387                                GLuint coords)
388 {
389     return true;
390 }
391 
ValidateMultiTexCoordP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)392 bool ValidateMultiTexCoordP3uiv(const Context *context,
393                                 angle::EntryPoint entryPoint,
394                                 GLenum texture,
395                                 GLenum type,
396                                 const GLuint *coords)
397 {
398     return true;
399 }
400 
ValidateMultiTexCoordP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,GLuint coords)401 bool ValidateMultiTexCoordP4ui(const Context *context,
402                                angle::EntryPoint entryPoint,
403                                GLenum texture,
404                                GLenum type,
405                                GLuint coords)
406 {
407     return true;
408 }
409 
ValidateMultiTexCoordP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum texture,GLenum type,const GLuint * coords)410 bool ValidateMultiTexCoordP4uiv(const Context *context,
411                                 angle::EntryPoint entryPoint,
412                                 GLenum texture,
413                                 GLenum type,
414                                 const GLuint *coords)
415 {
416     return true;
417 }
418 
ValidateNormalP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)419 bool ValidateNormalP3ui(const Context *context,
420                         angle::EntryPoint entryPoint,
421                         GLenum type,
422                         GLuint coords)
423 {
424     return true;
425 }
426 
ValidateNormalP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)427 bool ValidateNormalP3uiv(const Context *context,
428                          angle::EntryPoint entryPoint,
429                          GLenum type,
430                          const GLuint *coords)
431 {
432     return true;
433 }
434 
ValidateQueryCounter(const Context * context,angle::EntryPoint entryPoint,QueryID id,QueryType targetPacked)435 bool ValidateQueryCounter(const Context *context,
436                           angle::EntryPoint entryPoint,
437                           QueryID id,
438                           QueryType targetPacked)
439 {
440     return true;
441 }
442 
ValidateSecondaryColorP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint color)443 bool ValidateSecondaryColorP3ui(const Context *context,
444                                 angle::EntryPoint entryPoint,
445                                 GLenum type,
446                                 GLuint color)
447 {
448     return true;
449 }
450 
ValidateSecondaryColorP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * color)451 bool ValidateSecondaryColorP3uiv(const Context *context,
452                                  angle::EntryPoint entryPoint,
453                                  GLenum type,
454                                  const GLuint *color)
455 {
456     return true;
457 }
458 
ValidateTexCoordP1ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)459 bool ValidateTexCoordP1ui(const Context *context,
460                           angle::EntryPoint entryPoint,
461                           GLenum type,
462                           GLuint coords)
463 {
464     return true;
465 }
466 
ValidateTexCoordP1uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)467 bool ValidateTexCoordP1uiv(const Context *context,
468                            angle::EntryPoint entryPoint,
469                            GLenum type,
470                            const GLuint *coords)
471 {
472     return true;
473 }
474 
ValidateTexCoordP2ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)475 bool ValidateTexCoordP2ui(const Context *context,
476                           angle::EntryPoint entryPoint,
477                           GLenum type,
478                           GLuint coords)
479 {
480     return true;
481 }
482 
ValidateTexCoordP2uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)483 bool ValidateTexCoordP2uiv(const Context *context,
484                            angle::EntryPoint entryPoint,
485                            GLenum type,
486                            const GLuint *coords)
487 {
488     return true;
489 }
490 
ValidateTexCoordP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)491 bool ValidateTexCoordP3ui(const Context *context,
492                           angle::EntryPoint entryPoint,
493                           GLenum type,
494                           GLuint coords)
495 {
496     return true;
497 }
498 
ValidateTexCoordP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)499 bool ValidateTexCoordP3uiv(const Context *context,
500                            angle::EntryPoint entryPoint,
501                            GLenum type,
502                            const GLuint *coords)
503 {
504     return true;
505 }
506 
ValidateTexCoordP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint coords)507 bool ValidateTexCoordP4ui(const Context *context,
508                           angle::EntryPoint entryPoint,
509                           GLenum type,
510                           GLuint coords)
511 {
512     return true;
513 }
514 
ValidateTexCoordP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * coords)515 bool ValidateTexCoordP4uiv(const Context *context,
516                            angle::EntryPoint entryPoint,
517                            GLenum type,
518                            const GLuint *coords)
519 {
520     return true;
521 }
522 
ValidateVertexAttribP1ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)523 bool ValidateVertexAttribP1ui(const PrivateState &state,
524                               ErrorSet *errors,
525                               angle::EntryPoint entryPoint,
526                               GLuint index,
527                               GLenum type,
528                               GLboolean normalized,
529                               GLuint value)
530 {
531     return true;
532 }
533 
ValidateVertexAttribP1uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)534 bool ValidateVertexAttribP1uiv(const PrivateState &state,
535                                ErrorSet *errors,
536                                angle::EntryPoint entryPoint,
537                                GLuint index,
538                                GLenum type,
539                                GLboolean normalized,
540                                const GLuint *value)
541 {
542     return true;
543 }
544 
ValidateVertexAttribP2ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)545 bool ValidateVertexAttribP2ui(const PrivateState &state,
546                               ErrorSet *errors,
547                               angle::EntryPoint entryPoint,
548                               GLuint index,
549                               GLenum type,
550                               GLboolean normalized,
551                               GLuint value)
552 {
553     return true;
554 }
555 
ValidateVertexAttribP2uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)556 bool ValidateVertexAttribP2uiv(const PrivateState &state,
557                                ErrorSet *errors,
558                                angle::EntryPoint entryPoint,
559                                GLuint index,
560                                GLenum type,
561                                GLboolean normalized,
562                                const GLuint *value)
563 {
564     return true;
565 }
566 
ValidateVertexAttribP3ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)567 bool ValidateVertexAttribP3ui(const PrivateState &state,
568                               ErrorSet *errors,
569                               angle::EntryPoint entryPoint,
570                               GLuint index,
571                               GLenum type,
572                               GLboolean normalized,
573                               GLuint value)
574 {
575     return true;
576 }
577 
ValidateVertexAttribP3uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)578 bool ValidateVertexAttribP3uiv(const PrivateState &state,
579                                ErrorSet *errors,
580                                angle::EntryPoint entryPoint,
581                                GLuint index,
582                                GLenum type,
583                                GLboolean normalized,
584                                const GLuint *value)
585 {
586     return true;
587 }
588 
ValidateVertexAttribP4ui(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,GLuint value)589 bool ValidateVertexAttribP4ui(const PrivateState &state,
590                               ErrorSet *errors,
591                               angle::EntryPoint entryPoint,
592                               GLuint index,
593                               GLenum type,
594                               GLboolean normalized,
595                               GLuint value)
596 {
597     return true;
598 }
599 
ValidateVertexAttribP4uiv(const PrivateState & state,ErrorSet * errors,angle::EntryPoint entryPoint,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)600 bool ValidateVertexAttribP4uiv(const PrivateState &state,
601                                ErrorSet *errors,
602                                angle::EntryPoint entryPoint,
603                                GLuint index,
604                                GLenum type,
605                                GLboolean normalized,
606                                const GLuint *value)
607 {
608     return true;
609 }
610 
ValidateVertexP2ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint value)611 bool ValidateVertexP2ui(const Context *context,
612                         angle::EntryPoint entryPoint,
613                         GLenum type,
614                         GLuint value)
615 {
616     return true;
617 }
618 
ValidateVertexP2uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * value)619 bool ValidateVertexP2uiv(const Context *context,
620                          angle::EntryPoint entryPoint,
621                          GLenum type,
622                          const GLuint *value)
623 {
624     return true;
625 }
626 
ValidateVertexP3ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint value)627 bool ValidateVertexP3ui(const Context *context,
628                         angle::EntryPoint entryPoint,
629                         GLenum type,
630                         GLuint value)
631 {
632     return true;
633 }
634 
ValidateVertexP3uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * value)635 bool ValidateVertexP3uiv(const Context *context,
636                          angle::EntryPoint entryPoint,
637                          GLenum type,
638                          const GLuint *value)
639 {
640     return true;
641 }
642 
ValidateVertexP4ui(const Context * context,angle::EntryPoint entryPoint,GLenum type,GLuint value)643 bool ValidateVertexP4ui(const Context *context,
644                         angle::EntryPoint entryPoint,
645                         GLenum type,
646                         GLuint value)
647 {
648     return true;
649 }
650 
ValidateVertexP4uiv(const Context * context,angle::EntryPoint entryPoint,GLenum type,const GLuint * value)651 bool ValidateVertexP4uiv(const Context *context,
652                          angle::EntryPoint entryPoint,
653                          GLenum type,
654                          const GLuint *value)
655 {
656     return true;
657 }
658 
659 }  // namespace gl
660