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
137 } // namespace gl
138