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