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,GLuint id,GLenum mode)13 bool ValidateBeginConditionalRender(const Context *context, GLuint id, GLenum mode)
14 {
15 return true;
16 }
17
ValidateBindFragDataLocation(const Context * context,ShaderProgramID program,GLuint color,const GLchar * name)18 bool ValidateBindFragDataLocation(const Context *context,
19 ShaderProgramID program,
20 GLuint color,
21 const GLchar *name)
22 {
23 return true;
24 }
25
ValidateClampColor(const Context * context,GLenum target,GLenum clamp)26 bool ValidateClampColor(const Context *context, GLenum target, GLenum clamp)
27 {
28 return true;
29 }
30
ValidateEndConditionalRender(const Context * context)31 bool ValidateEndConditionalRender(const Context *context)
32 {
33 return true;
34 }
35
ValidateFramebufferTexture1D(const Context * context,GLenum target,GLenum attachment,TextureTarget textargetPacked,TextureID texture,GLint level)36 bool ValidateFramebufferTexture1D(const Context *context,
37 GLenum target,
38 GLenum attachment,
39 TextureTarget textargetPacked,
40 TextureID texture,
41 GLint level)
42 {
43 return true;
44 }
45
ValidateFramebufferTexture3D(const Context * context,GLenum target,GLenum attachment,TextureTarget textargetPacked,TextureID texture,GLint level,GLint zoffset)46 bool ValidateFramebufferTexture3D(const Context *context,
47 GLenum target,
48 GLenum attachment,
49 TextureTarget textargetPacked,
50 TextureID texture,
51 GLint level,
52 GLint zoffset)
53 {
54 return true;
55 }
56
ValidateVertexAttribI1i(const Context * context,GLuint index,GLint x)57 bool ValidateVertexAttribI1i(const Context *context, GLuint index, GLint x)
58 {
59 return true;
60 }
61
ValidateVertexAttribI1iv(const Context * context,GLuint index,const GLint * v)62 bool ValidateVertexAttribI1iv(const Context *context, GLuint index, const GLint *v)
63 {
64 return true;
65 }
66
ValidateVertexAttribI1ui(const Context * context,GLuint index,GLuint x)67 bool ValidateVertexAttribI1ui(const Context *context, GLuint index, GLuint x)
68 {
69 return true;
70 }
71
ValidateVertexAttribI1uiv(const Context * context,GLuint index,const GLuint * v)72 bool ValidateVertexAttribI1uiv(const Context *context, GLuint index, const GLuint *v)
73 {
74 return true;
75 }
76
ValidateVertexAttribI2i(const Context * context,GLuint index,GLint x,GLint y)77 bool ValidateVertexAttribI2i(const Context *context, GLuint index, GLint x, GLint y)
78 {
79 return true;
80 }
81
ValidateVertexAttribI2iv(const Context * context,GLuint index,const GLint * v)82 bool ValidateVertexAttribI2iv(const Context *context, GLuint index, const GLint *v)
83 {
84 return true;
85 }
86
ValidateVertexAttribI2ui(const Context * context,GLuint index,GLuint x,GLuint y)87 bool ValidateVertexAttribI2ui(const Context *context, GLuint index, GLuint x, GLuint y)
88 {
89 return true;
90 }
91
ValidateVertexAttribI2uiv(const Context * context,GLuint index,const GLuint * v)92 bool ValidateVertexAttribI2uiv(const Context *context, GLuint index, const GLuint *v)
93 {
94 return true;
95 }
96
ValidateVertexAttribI3i(const Context * context,GLuint index,GLint x,GLint y,GLint z)97 bool ValidateVertexAttribI3i(const Context *context, GLuint index, GLint x, GLint y, GLint z)
98 {
99 return true;
100 }
101
ValidateVertexAttribI3iv(const Context * context,GLuint index,const GLint * v)102 bool ValidateVertexAttribI3iv(const Context *context, GLuint index, const GLint *v)
103 {
104 return true;
105 }
106
ValidateVertexAttribI3ui(const Context * context,GLuint index,GLuint x,GLuint y,GLuint z)107 bool ValidateVertexAttribI3ui(const Context *context, GLuint index, GLuint x, GLuint y, GLuint z)
108 {
109 return true;
110 }
111
ValidateVertexAttribI3uiv(const Context * context,GLuint index,const GLuint * v)112 bool ValidateVertexAttribI3uiv(const Context *context, GLuint index, const GLuint *v)
113 {
114 return true;
115 }
116
ValidateVertexAttribI4bv(const Context * context,GLuint index,const GLbyte * v)117 bool ValidateVertexAttribI4bv(const Context *context, GLuint index, const GLbyte *v)
118 {
119 return true;
120 }
121
ValidateVertexAttribI4sv(const Context * context,GLuint index,const GLshort * v)122 bool ValidateVertexAttribI4sv(const Context *context, GLuint index, const GLshort *v)
123 {
124 return true;
125 }
126
ValidateVertexAttribI4ubv(const Context * context,GLuint index,const GLubyte * v)127 bool ValidateVertexAttribI4ubv(const Context *context, GLuint index, const GLubyte *v)
128 {
129 return true;
130 }
131
ValidateVertexAttribI4usv(const Context * context,GLuint index,const GLushort * v)132 bool ValidateVertexAttribI4usv(const Context *context, GLuint index, const GLushort *v)
133 {
134 return true;
135 }
136
ValidateGetActiveUniformName(const Context * context,ShaderProgramID program,GLuint uniformIndex,GLsizei bufSize,const GLsizei * length,const GLchar * uniformName)137 bool ValidateGetActiveUniformName(const Context *context,
138 ShaderProgramID program,
139 GLuint uniformIndex,
140 GLsizei bufSize,
141 const GLsizei *length,
142 const GLchar *uniformName)
143 {
144 return true;
145 }
146
ValidatePrimitiveRestartIndex(const Context * context,GLuint index)147 bool ValidatePrimitiveRestartIndex(const Context *context, GLuint index)
148 {
149 return true;
150 }
151
ValidateMultiDrawElementsBaseVertex(const Context * context,PrimitiveMode mode,const GLsizei * count,DrawElementsType type,const void * const * indices,GLsizei drawcount,const GLint * basevertex)152 bool ValidateMultiDrawElementsBaseVertex(const Context *context,
153 PrimitiveMode mode,
154 const GLsizei *count,
155 DrawElementsType type,
156 const void *const *indices,
157 GLsizei drawcount,
158 const GLint *basevertex)
159 {
160 return true;
161 }
162
ValidateProvokingVertex(const Context * context,ProvokingVertexConvention modePacked)163 bool ValidateProvokingVertex(const Context *context, ProvokingVertexConvention modePacked)
164 {
165 return true;
166 }
167
ValidateTexImage2DMultisample(const Context * context,GLenum target,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,GLboolean fixedsamplelocations)168 bool ValidateTexImage2DMultisample(const Context *context,
169 GLenum target,
170 GLsizei samples,
171 GLenum internalformat,
172 GLsizei width,
173 GLsizei height,
174 GLboolean fixedsamplelocations)
175 {
176 return true;
177 }
178
ValidateTexImage3DMultisample(const Context * context,GLenum target,GLsizei samples,GLenum internalformat,GLsizei width,GLsizei height,GLsizei depth,GLboolean fixedsamplelocations)179 bool ValidateTexImage3DMultisample(const Context *context,
180 GLenum target,
181 GLsizei samples,
182 GLenum internalformat,
183 GLsizei width,
184 GLsizei height,
185 GLsizei depth,
186 GLboolean fixedsamplelocations)
187 {
188 return true;
189 }
190
ValidateBindFragDataLocationIndexed(const Context * context,ShaderProgramID program,GLuint colorNumber,GLuint index,const GLchar * name)191 bool ValidateBindFragDataLocationIndexed(const Context *context,
192 ShaderProgramID program,
193 GLuint colorNumber,
194 GLuint index,
195 const GLchar *name)
196 {
197 return true;
198 }
199
ValidateColorP3ui(const Context * context,GLenum type,GLuint color)200 bool ValidateColorP3ui(const Context *context, GLenum type, GLuint color)
201 {
202 return true;
203 }
204
ValidateColorP3uiv(const Context * context,GLenum type,const GLuint * color)205 bool ValidateColorP3uiv(const Context *context, GLenum type, const GLuint *color)
206 {
207 return true;
208 }
209
ValidateColorP4ui(const Context * context,GLenum type,GLuint color)210 bool ValidateColorP4ui(const Context *context, GLenum type, GLuint color)
211 {
212 return true;
213 }
214
ValidateColorP4uiv(const Context * context,GLenum type,const GLuint * color)215 bool ValidateColorP4uiv(const Context *context, GLenum type, const GLuint *color)
216 {
217 return true;
218 }
219
ValidateGetFragDataIndex(const Context * context,ShaderProgramID program,const GLchar * name)220 bool ValidateGetFragDataIndex(const Context *context, ShaderProgramID program, const GLchar *name)
221 {
222 return true;
223 }
224
ValidateGetQueryObjecti64v(const Context * context,QueryID id,GLenum pname,const GLint64 * params)225 bool ValidateGetQueryObjecti64v(const Context *context,
226 QueryID id,
227 GLenum pname,
228 const GLint64 *params)
229 {
230 return true;
231 }
232
ValidateGetQueryObjectui64v(const Context * context,QueryID id,GLenum pname,const GLuint64 * params)233 bool ValidateGetQueryObjectui64v(const Context *context,
234 QueryID id,
235 GLenum pname,
236 const GLuint64 *params)
237 {
238 return true;
239 }
240
ValidateMultiTexCoordP1ui(const Context * context,GLenum texture,GLenum type,GLuint coords)241 bool ValidateMultiTexCoordP1ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
242 {
243 return true;
244 }
245
ValidateMultiTexCoordP1uiv(const Context * context,GLenum texture,GLenum type,const GLuint * coords)246 bool ValidateMultiTexCoordP1uiv(const Context *context,
247 GLenum texture,
248 GLenum type,
249 const GLuint *coords)
250 {
251 return true;
252 }
253
ValidateMultiTexCoordP2ui(const Context * context,GLenum texture,GLenum type,GLuint coords)254 bool ValidateMultiTexCoordP2ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
255 {
256 return true;
257 }
258
ValidateMultiTexCoordP2uiv(const Context * context,GLenum texture,GLenum type,const GLuint * coords)259 bool ValidateMultiTexCoordP2uiv(const Context *context,
260 GLenum texture,
261 GLenum type,
262 const GLuint *coords)
263 {
264 return true;
265 }
266
ValidateMultiTexCoordP3ui(const Context * context,GLenum texture,GLenum type,GLuint coords)267 bool ValidateMultiTexCoordP3ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
268 {
269 return true;
270 }
271
ValidateMultiTexCoordP3uiv(const Context * context,GLenum texture,GLenum type,const GLuint * coords)272 bool ValidateMultiTexCoordP3uiv(const Context *context,
273 GLenum texture,
274 GLenum type,
275 const GLuint *coords)
276 {
277 return true;
278 }
279
ValidateMultiTexCoordP4ui(const Context * context,GLenum texture,GLenum type,GLuint coords)280 bool ValidateMultiTexCoordP4ui(const Context *context, GLenum texture, GLenum type, GLuint coords)
281 {
282 return true;
283 }
284
ValidateMultiTexCoordP4uiv(const Context * context,GLenum texture,GLenum type,const GLuint * coords)285 bool ValidateMultiTexCoordP4uiv(const Context *context,
286 GLenum texture,
287 GLenum type,
288 const GLuint *coords)
289 {
290 return true;
291 }
292
ValidateNormalP3ui(const Context * context,GLenum type,GLuint coords)293 bool ValidateNormalP3ui(const Context *context, GLenum type, GLuint coords)
294 {
295 return true;
296 }
297
ValidateNormalP3uiv(const Context * context,GLenum type,const GLuint * coords)298 bool ValidateNormalP3uiv(const Context *context, GLenum type, const GLuint *coords)
299 {
300 return true;
301 }
302
ValidateQueryCounter(const Context * context,QueryID id,QueryType targetPacked)303 bool ValidateQueryCounter(const Context *context, QueryID id, QueryType targetPacked)
304 {
305 return true;
306 }
307
ValidateSecondaryColorP3ui(const Context * context,GLenum type,GLuint color)308 bool ValidateSecondaryColorP3ui(const Context *context, GLenum type, GLuint color)
309 {
310 return true;
311 }
312
ValidateSecondaryColorP3uiv(const Context * context,GLenum type,const GLuint * color)313 bool ValidateSecondaryColorP3uiv(const Context *context, GLenum type, const GLuint *color)
314 {
315 return true;
316 }
317
ValidateTexCoordP1ui(const Context * context,GLenum type,GLuint coords)318 bool ValidateTexCoordP1ui(const Context *context, GLenum type, GLuint coords)
319 {
320 return true;
321 }
322
ValidateTexCoordP1uiv(const Context * context,GLenum type,const GLuint * coords)323 bool ValidateTexCoordP1uiv(const Context *context, GLenum type, const GLuint *coords)
324 {
325 return true;
326 }
327
ValidateTexCoordP2ui(const Context * context,GLenum type,GLuint coords)328 bool ValidateTexCoordP2ui(const Context *context, GLenum type, GLuint coords)
329 {
330 return true;
331 }
332
ValidateTexCoordP2uiv(const Context * context,GLenum type,const GLuint * coords)333 bool ValidateTexCoordP2uiv(const Context *context, GLenum type, const GLuint *coords)
334 {
335 return true;
336 }
337
ValidateTexCoordP3ui(const Context * context,GLenum type,GLuint coords)338 bool ValidateTexCoordP3ui(const Context *context, GLenum type, GLuint coords)
339 {
340 return true;
341 }
342
ValidateTexCoordP3uiv(const Context * context,GLenum type,const GLuint * coords)343 bool ValidateTexCoordP3uiv(const Context *context, GLenum type, const GLuint *coords)
344 {
345 return true;
346 }
347
ValidateTexCoordP4ui(const Context * context,GLenum type,GLuint coords)348 bool ValidateTexCoordP4ui(const Context *context, GLenum type, GLuint coords)
349 {
350 return true;
351 }
352
ValidateTexCoordP4uiv(const Context * context,GLenum type,const GLuint * coords)353 bool ValidateTexCoordP4uiv(const Context *context, GLenum type, const GLuint *coords)
354 {
355 return true;
356 }
357
ValidateVertexAttribP1ui(const Context * context,GLuint index,GLenum type,GLboolean normalized,GLuint value)358 bool ValidateVertexAttribP1ui(const Context *context,
359 GLuint index,
360 GLenum type,
361 GLboolean normalized,
362 GLuint value)
363 {
364 return true;
365 }
366
ValidateVertexAttribP1uiv(const Context * context,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)367 bool ValidateVertexAttribP1uiv(const Context *context,
368 GLuint index,
369 GLenum type,
370 GLboolean normalized,
371 const GLuint *value)
372 {
373 return true;
374 }
375
ValidateVertexAttribP2ui(const Context * context,GLuint index,GLenum type,GLboolean normalized,GLuint value)376 bool ValidateVertexAttribP2ui(const Context *context,
377 GLuint index,
378 GLenum type,
379 GLboolean normalized,
380 GLuint value)
381 {
382 return true;
383 }
384
ValidateVertexAttribP2uiv(const Context * context,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)385 bool ValidateVertexAttribP2uiv(const Context *context,
386 GLuint index,
387 GLenum type,
388 GLboolean normalized,
389 const GLuint *value)
390 {
391 return true;
392 }
393
ValidateVertexAttribP3ui(const Context * context,GLuint index,GLenum type,GLboolean normalized,GLuint value)394 bool ValidateVertexAttribP3ui(const Context *context,
395 GLuint index,
396 GLenum type,
397 GLboolean normalized,
398 GLuint value)
399 {
400 return true;
401 }
402
ValidateVertexAttribP3uiv(const Context * context,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)403 bool ValidateVertexAttribP3uiv(const Context *context,
404 GLuint index,
405 GLenum type,
406 GLboolean normalized,
407 const GLuint *value)
408 {
409 return true;
410 }
411
ValidateVertexAttribP4ui(const Context * context,GLuint index,GLenum type,GLboolean normalized,GLuint value)412 bool ValidateVertexAttribP4ui(const Context *context,
413 GLuint index,
414 GLenum type,
415 GLboolean normalized,
416 GLuint value)
417 {
418 return true;
419 }
420
ValidateVertexAttribP4uiv(const Context * context,GLuint index,GLenum type,GLboolean normalized,const GLuint * value)421 bool ValidateVertexAttribP4uiv(const Context *context,
422 GLuint index,
423 GLenum type,
424 GLboolean normalized,
425 const GLuint *value)
426 {
427 return true;
428 }
429
ValidateVertexP2ui(const Context * context,GLenum type,GLuint value)430 bool ValidateVertexP2ui(const Context *context, GLenum type, GLuint value)
431 {
432 return true;
433 }
434
ValidateVertexP2uiv(const Context * context,GLenum type,const GLuint * value)435 bool ValidateVertexP2uiv(const Context *context, GLenum type, const GLuint *value)
436 {
437 return true;
438 }
439
ValidateVertexP3ui(const Context * context,GLenum type,GLuint value)440 bool ValidateVertexP3ui(const Context *context, GLenum type, GLuint value)
441 {
442 return true;
443 }
444
ValidateVertexP3uiv(const Context * context,GLenum type,const GLuint * value)445 bool ValidateVertexP3uiv(const Context *context, GLenum type, const GLuint *value)
446 {
447 return true;
448 }
449
ValidateVertexP4ui(const Context * context,GLenum type,GLuint value)450 bool ValidateVertexP4ui(const Context *context, GLenum type, GLuint value)
451 {
452 return true;
453 }
454
ValidateVertexP4uiv(const Context * context,GLenum type,const GLuint * value)455 bool ValidateVertexP4uiv(const Context *context, GLenum type, const GLuint *value)
456 {
457 return true;
458 }
459
460 } // namespace gl
461