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kc3-lang/angle/src/libANGLE/validationGL1.cpp

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  • Author : Jamie Madill
    Date : 2020-02-17 09:49:45
    Hash : bd4e756a
    Message : Const-ify the validation layer. Enforces that the validation layers should be working pretty much read- only with the exeption of updating caches. Requires a few tricks: - updates EP code generation to add 'const' to pointer parameters - enables a kludge const_cast to enable the robust query extension - makes some members of Framebuffer mutable to work around syncState - makes 'is' queries and other methods in Context/State const Will allow us to more safely expose the no_error extension. Bug: angleproject:1280 Change-Id: Id9756757854c9e68fc096ecec8d93759fbe6b3a4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2060689 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/validationGL1.cpp
  • //
    // Copyright 2019 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // validationGL1.cpp: Validation functions for OpenGL 1.0 entry point parameters
    
    #include "libANGLE/validationGL1_autogen.h"
    
    namespace gl
    {
    
    bool ValidateAccum(const Context *, GLenum op, GLfloat value)
    {
        return true;
    }
    
    bool ValidateBegin(const Context *, GLenum mode)
    {
        return true;
    }
    
    bool ValidateBitmap(const Context *,
                        GLsizei width,
                        GLsizei height,
                        GLfloat xorig,
                        GLfloat yorig,
                        GLfloat xmove,
                        GLfloat ymove,
                        const GLubyte *bitmap)
    {
        return true;
    }
    
    bool ValidateCallList(const Context *, GLuint list)
    {
        return true;
    }
    
    bool ValidateCallLists(const Context *, GLsizei n, GLenum type, const void *lists)
    {
        return true;
    }
    
    bool ValidateClearAccum(const Context *, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
    {
        return true;
    }
    
    bool ValidateClearDepth(const Context *, GLdouble depth)
    {
        return true;
    }
    
    bool ValidateClearIndex(const Context *, GLfloat c)
    {
        return true;
    }
    
    bool ValidateClipPlane(const Context *, GLenum plane, const GLdouble *equation)
    {
        return true;
    }
    
    bool ValidateColor3b(const Context *, GLbyte red, GLbyte green, GLbyte blue)
    {
        return true;
    }
    
    bool ValidateColor3bv(const Context *, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateColor3d(const Context *, GLdouble red, GLdouble green, GLdouble blue)
    {
        return true;
    }
    
    bool ValidateColor3dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateColor3f(const Context *, GLfloat red, GLfloat green, GLfloat blue)
    {
        return true;
    }
    
    bool ValidateColor3fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateColor3i(const Context *, GLint red, GLint green, GLint blue)
    {
        return true;
    }
    
    bool ValidateColor3iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateColor3s(const Context *, GLshort red, GLshort green, GLshort blue)
    {
        return true;
    }
    
    bool ValidateColor3sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateColor3ub(const Context *, GLubyte red, GLubyte green, GLubyte blue)
    {
        return true;
    }
    
    bool ValidateColor3ubv(const Context *, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateColor3ui(const Context *, GLuint red, GLuint green, GLuint blue)
    {
        return true;
    }
    
    bool ValidateColor3uiv(const Context *, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateColor3us(const Context *, GLushort red, GLushort green, GLushort blue)
    {
        return true;
    }
    
    bool ValidateColor3usv(const Context *, const GLushort *v)
    {
        return true;
    }
    
    bool ValidateColor4b(const Context *, GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha)
    {
        return true;
    }
    
    bool ValidateColor4bv(const Context *, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateColor4d(const Context *, GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha)
    {
        return true;
    }
    
    bool ValidateColor4dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateColor4fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateColor4i(const Context *, GLint red, GLint green, GLint blue, GLint alpha)
    {
        return true;
    }
    
    bool ValidateColor4iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateColor4s(const Context *, GLshort red, GLshort green, GLshort blue, GLshort alpha)
    {
        return true;
    }
    
    bool ValidateColor4sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateColor4ubv(const Context *, const GLubyte *v)
    {
        return true;
    }
    
    bool ValidateColor4ui(const Context *, GLuint red, GLuint green, GLuint blue, GLuint alpha)
    {
        return true;
    }
    
    bool ValidateColor4uiv(const Context *, const GLuint *v)
    {
        return true;
    }
    
    bool ValidateColor4us(const Context *, GLushort red, GLushort green, GLushort blue, GLushort alpha)
    {
        return true;
    }
    
    bool ValidateColor4usv(const Context *, const GLushort *v)
    {
        return true;
    }
    
    bool ValidateColorMaterial(const Context *, GLenum face, GLenum mode)
    {
        return true;
    }
    
    bool ValidateCopyPixels(const Context *,
                            GLint x,
                            GLint y,
                            GLsizei width,
                            GLsizei height,
                            GLenum type)
    {
        return true;
    }
    
    bool ValidateDeleteLists(const Context *, GLuint list, GLsizei range)
    {
        return true;
    }
    
    bool ValidateDepthRange(const Context *, GLdouble n, GLdouble f)
    {
        return true;
    }
    
    bool ValidateDrawBuffer(const Context *, GLenum buf)
    {
        return true;
    }
    
    bool ValidateDrawPixels(const Context *,
                            GLsizei width,
                            GLsizei height,
                            GLenum format,
                            GLenum type,
                            const void *pixels)
    {
        return true;
    }
    
    bool ValidateEdgeFlag(const Context *, GLboolean flag)
    {
        return true;
    }
    
    bool ValidateEdgeFlagv(const Context *, const GLboolean *flag)
    {
        return true;
    }
    
    bool ValidateEnd(const Context *)
    {
        return true;
    }
    
    bool ValidateEndList(const Context *)
    {
        return true;
    }
    
    bool ValidateEvalCoord1d(const Context *, GLdouble u)
    {
        return true;
    }
    
    bool ValidateEvalCoord1dv(const Context *, const GLdouble *u)
    {
        return true;
    }
    
    bool ValidateEvalCoord1f(const Context *, GLfloat u)
    {
        return true;
    }
    
    bool ValidateEvalCoord1fv(const Context *, const GLfloat *u)
    {
        return true;
    }
    
    bool ValidateEvalCoord2d(const Context *, GLdouble u, GLdouble v)
    {
        return true;
    }
    
    bool ValidateEvalCoord2dv(const Context *, const GLdouble *u)
    {
        return true;
    }
    
    bool ValidateEvalCoord2f(const Context *, GLfloat u, GLfloat v)
    {
        return true;
    }
    
    bool ValidateEvalCoord2fv(const Context *, const GLfloat *u)
    {
        return true;
    }
    
    bool ValidateEvalMesh1(const Context *, GLenum mode, GLint i1, GLint i2)
    {
        return true;
    }
    
    bool ValidateEvalMesh2(const Context *, GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
    {
        return true;
    }
    
    bool ValidateEvalPoint1(const Context *, GLint i)
    {
        return true;
    }
    
    bool ValidateEvalPoint2(const Context *, GLint i, GLint j)
    {
        return true;
    }
    
    bool ValidateFeedbackBuffer(const Context *, GLsizei size, GLenum type, const GLfloat *buffer)
    {
        return true;
    }
    
    bool ValidateFogi(const Context *, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidateFogiv(const Context *, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateFrustum(const Context *,
                         GLdouble left,
                         GLdouble right,
                         GLdouble bottom,
                         GLdouble top,
                         GLdouble zNear,
                         GLdouble zFar)
    {
        return true;
    }
    
    bool ValidateGenLists(const Context *, GLsizei range)
    {
        return true;
    }
    
    bool ValidateGetClipPlane(const Context *, GLenum plane, const GLdouble *equation)
    {
        return true;
    }
    
    bool ValidateGetDoublev(const Context *, GLenum pname, const GLdouble *data)
    {
        return true;
    }
    
    bool ValidateGetLightiv(const Context *, GLenum light, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateGetMapdv(const Context *, GLenum target, GLenum query, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateGetMapfv(const Context *, GLenum target, GLenum query, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateGetMapiv(const Context *, GLenum target, GLenum query, const GLint *v)
    {
        return true;
    }
    
    bool ValidateGetMaterialiv(const Context *, GLenum face, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateGetPixelMapfv(const Context *, GLenum map, const GLfloat *values)
    {
        return true;
    }
    
    bool ValidateGetPixelMapuiv(const Context *, GLenum map, const GLuint *values)
    {
        return true;
    }
    
    bool ValidateGetPixelMapusv(const Context *, GLenum map, const GLushort *values)
    {
        return true;
    }
    
    bool ValidateGetPolygonStipple(const Context *, const GLubyte *mask)
    {
        return true;
    }
    
    bool ValidateGetTexGendv(const Context *, GLenum coord, GLenum pname, const GLdouble *params)
    {
        return true;
    }
    
    bool ValidateGetTexGenfv(const Context *, GLenum coord, GLenum pname, const GLfloat *params)
    {
        return true;
    }
    
    bool ValidateGetTexGeniv(const Context *, GLenum coord, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateGetTexImage(const Context *,
                             TextureTarget target,
                             GLint level,
                             GLenum format,
                             GLenum type,
                             const void *pixels)
    {
        return true;
    }
    
    bool ValidateIndexMask(const Context *, GLuint mask)
    {
        return true;
    }
    
    bool ValidateIndexd(const Context *, GLdouble c)
    {
        return true;
    }
    
    bool ValidateIndexdv(const Context *, const GLdouble *c)
    {
        return true;
    }
    
    bool ValidateIndexf(const Context *, GLfloat c)
    {
        return true;
    }
    
    bool ValidateIndexfv(const Context *, const GLfloat *c)
    {
        return true;
    }
    
    bool ValidateIndexi(const Context *, GLint c)
    {
        return true;
    }
    
    bool ValidateIndexiv(const Context *, const GLint *c)
    {
        return true;
    }
    
    bool ValidateIndexs(const Context *, GLshort c)
    {
        return true;
    }
    
    bool ValidateIndexsv(const Context *, const GLshort *c)
    {
        return true;
    }
    
    bool ValidateInitNames(const Context *)
    {
        return true;
    }
    
    bool ValidateIsList(const Context *, GLuint list)
    {
        return true;
    }
    
    bool ValidateLightModeli(const Context *, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidateLightModeliv(const Context *, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateLighti(const Context *, GLenum light, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidateLightiv(const Context *, GLenum light, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateLineStipple(const Context *, GLint factor, GLushort pattern)
    {
        return true;
    }
    
    bool ValidateListBase(const Context *, GLuint base)
    {
        return true;
    }
    
    bool ValidateLoadMatrixd(const Context *, const GLdouble *m)
    {
        return true;
    }
    
    bool ValidateLoadName(const Context *, GLuint name)
    {
        return true;
    }
    
    bool ValidateMap1d(const Context *,
                       GLenum target,
                       GLdouble u1,
                       GLdouble u2,
                       GLint stride,
                       GLint order,
                       const GLdouble *points)
    {
        return true;
    }
    
    bool ValidateMap1f(const Context *,
                       GLenum target,
                       GLfloat u1,
                       GLfloat u2,
                       GLint stride,
                       GLint order,
                       const GLfloat *points)
    {
        return true;
    }
    
    bool ValidateMap2d(const Context *,
                       GLenum target,
                       GLdouble u1,
                       GLdouble u2,
                       GLint ustride,
                       GLint uorder,
                       GLdouble v1,
                       GLdouble v2,
                       GLint vstride,
                       GLint vorder,
                       const GLdouble *points)
    {
        return true;
    }
    
    bool ValidateMap2f(const Context *,
                       GLenum target,
                       GLfloat u1,
                       GLfloat u2,
                       GLint ustride,
                       GLint uorder,
                       GLfloat v1,
                       GLfloat v2,
                       GLint vstride,
                       GLint vorder,
                       const GLfloat *points)
    {
        return true;
    }
    
    bool ValidateMapGrid1d(const Context *, GLint un, GLdouble u1, GLdouble u2)
    {
        return true;
    }
    
    bool ValidateMapGrid1f(const Context *, GLint un, GLfloat u1, GLfloat u2)
    {
        return true;
    }
    
    bool ValidateMapGrid2d(const Context *,
                           GLint un,
                           GLdouble u1,
                           GLdouble u2,
                           GLint vn,
                           GLdouble v1,
                           GLdouble v2)
    {
        return true;
    }
    
    bool ValidateMapGrid2f(const Context *,
                           GLint un,
                           GLfloat u1,
                           GLfloat u2,
                           GLint vn,
                           GLfloat v1,
                           GLfloat v2)
    {
        return true;
    }
    
    bool ValidateMateriali(const Context *, GLenum face, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidateMaterialiv(const Context *, GLenum face, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateMultMatrixd(const Context *, const GLdouble *m)
    {
        return true;
    }
    
    bool ValidateNewList(const Context *, GLuint list, GLenum mode)
    {
        return true;
    }
    
    bool ValidateNormal3b(const Context *, GLbyte nx, GLbyte ny, GLbyte nz)
    {
        return true;
    }
    
    bool ValidateNormal3bv(const Context *, const GLbyte *v)
    {
        return true;
    }
    
    bool ValidateNormal3d(const Context *, GLdouble nx, GLdouble ny, GLdouble nz)
    {
        return true;
    }
    
    bool ValidateNormal3dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateNormal3fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateNormal3i(const Context *, GLint nx, GLint ny, GLint nz)
    {
        return true;
    }
    
    bool ValidateNormal3iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateNormal3s(const Context *, GLshort nx, GLshort ny, GLshort nz)
    {
        return true;
    }
    
    bool ValidateNormal3sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateOrtho(const Context *,
                       GLdouble left,
                       GLdouble right,
                       GLdouble bottom,
                       GLdouble top,
                       GLdouble zNear,
                       GLdouble zFar)
    {
        return true;
    }
    
    bool ValidatePassThrough(const Context *, GLfloat token)
    {
        return true;
    }
    
    bool ValidatePixelMapfv(const Context *, GLenum map, GLsizei mapsize, const GLfloat *values)
    {
        return true;
    }
    
    bool ValidatePixelMapuiv(const Context *, GLenum map, GLsizei mapsize, const GLuint *values)
    {
        return true;
    }
    
    bool ValidatePixelMapusv(const Context *, GLenum map, GLsizei mapsize, const GLushort *values)
    {
        return true;
    }
    
    bool ValidatePixelStoref(const Context *, GLenum pname, GLfloat param)
    {
        return true;
    }
    
    bool ValidatePixelTransferf(const Context *, GLenum pname, GLfloat param)
    {
        return true;
    }
    
    bool ValidatePixelTransferi(const Context *, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidatePixelZoom(const Context *, GLfloat xfactor, GLfloat yfactor)
    {
        return true;
    }
    
    bool ValidatePolygonMode(const Context *, GLenum face, GLenum mode)
    {
        return true;
    }
    
    bool ValidatePolygonStipple(const Context *, const GLubyte *mask)
    {
        return true;
    }
    
    bool ValidatePopAttrib(const Context *)
    {
        return true;
    }
    
    bool ValidatePopName(const Context *)
    {
        return true;
    }
    
    bool ValidatePushAttrib(const Context *, GLbitfield mask)
    {
        return true;
    }
    
    bool ValidatePushName(const Context *, GLuint name)
    {
        return true;
    }
    
    bool ValidateRasterPos2d(const Context *, GLdouble x, GLdouble y)
    {
        return true;
    }
    
    bool ValidateRasterPos2dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateRasterPos2f(const Context *, GLfloat x, GLfloat y)
    {
        return true;
    }
    
    bool ValidateRasterPos2fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateRasterPos2i(const Context *, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateRasterPos2iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateRasterPos2s(const Context *, GLshort x, GLshort y)
    {
        return true;
    }
    
    bool ValidateRasterPos2sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateRasterPos3d(const Context *, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateRasterPos3dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateRasterPos3f(const Context *, GLfloat x, GLfloat y, GLfloat z)
    {
        return true;
    }
    
    bool ValidateRasterPos3fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateRasterPos3i(const Context *, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateRasterPos3iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateRasterPos3s(const Context *, GLshort x, GLshort y, GLshort z)
    {
        return true;
    }
    
    bool ValidateRasterPos3sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateRasterPos4d(const Context *, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
    {
        return true;
    }
    
    bool ValidateRasterPos4dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateRasterPos4f(const Context *, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
    {
        return true;
    }
    
    bool ValidateRasterPos4fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateRasterPos4i(const Context *, GLint x, GLint y, GLint z, GLint w)
    {
        return true;
    }
    
    bool ValidateRasterPos4iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateRasterPos4s(const Context *, GLshort x, GLshort y, GLshort z, GLshort w)
    {
        return true;
    }
    
    bool ValidateRasterPos4sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateRectd(const Context *, GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
    {
        return true;
    }
    
    bool ValidateRectdv(const Context *, const GLdouble *v1, const GLdouble *v2)
    {
        return true;
    }
    
    bool ValidateRectf(const Context *, GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
    {
        return true;
    }
    
    bool ValidateRectfv(const Context *, const GLfloat *v1, const GLfloat *v2)
    {
        return true;
    }
    
    bool ValidateRecti(const Context *, GLint x1, GLint y1, GLint x2, GLint y2)
    {
        return true;
    }
    
    bool ValidateRectiv(const Context *, const GLint *v1, const GLint *v2)
    {
        return true;
    }
    
    bool ValidateRects(const Context *, GLshort x1, GLshort y1, GLshort x2, GLshort y2)
    {
        return true;
    }
    
    bool ValidateRectsv(const Context *, const GLshort *v1, const GLshort *v2)
    {
        return true;
    }
    
    bool ValidateRenderMode(const Context *, GLenum mode)
    {
        return true;
    }
    
    bool ValidateRotated(const Context *, GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateScaled(const Context *, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateSelectBuffer(const Context *, GLsizei size, const GLuint *buffer)
    {
        return true;
    }
    
    bool ValidateTexCoord1d(const Context *, GLdouble s)
    {
        return true;
    }
    
    bool ValidateTexCoord1dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateTexCoord1f(const Context *, GLfloat s)
    {
        return true;
    }
    
    bool ValidateTexCoord1fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateTexCoord1i(const Context *, GLint s)
    {
        return true;
    }
    
    bool ValidateTexCoord1iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateTexCoord1s(const Context *, GLshort s)
    {
        return true;
    }
    
    bool ValidateTexCoord1sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateTexCoord2d(const Context *, GLdouble s, GLdouble t)
    {
        return true;
    }
    
    bool ValidateTexCoord2dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateTexCoord2f(const Context *, GLfloat s, GLfloat t)
    {
        return true;
    }
    
    bool ValidateTexCoord2fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateTexCoord2i(const Context *, GLint s, GLint t)
    {
        return true;
    }
    
    bool ValidateTexCoord2iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateTexCoord2s(const Context *, GLshort s, GLshort t)
    {
        return true;
    }
    
    bool ValidateTexCoord2sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateTexCoord3d(const Context *, GLdouble s, GLdouble t, GLdouble r)
    {
        return true;
    }
    
    bool ValidateTexCoord3dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateTexCoord3f(const Context *, GLfloat s, GLfloat t, GLfloat r)
    {
        return true;
    }
    
    bool ValidateTexCoord3fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateTexCoord3i(const Context *, GLint s, GLint t, GLint r)
    {
        return true;
    }
    
    bool ValidateTexCoord3iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateTexCoord3s(const Context *, GLshort s, GLshort t, GLshort r)
    {
        return true;
    }
    
    bool ValidateTexCoord3sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateTexCoord4d(const Context *, GLdouble s, GLdouble t, GLdouble r, GLdouble q)
    {
        return true;
    }
    
    bool ValidateTexCoord4dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateTexCoord4f(const Context *, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
    {
        return true;
    }
    
    bool ValidateTexCoord4fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateTexCoord4i(const Context *, GLint s, GLint t, GLint r, GLint q)
    {
        return true;
    }
    
    bool ValidateTexCoord4iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateTexCoord4s(const Context *, GLshort s, GLshort t, GLshort r, GLshort q)
    {
        return true;
    }
    
    bool ValidateTexCoord4sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateTexGend(const Context *, GLenum coord, GLenum pname, GLdouble param)
    {
        return true;
    }
    
    bool ValidateTexGendv(const Context *, GLenum coord, GLenum pname, const GLdouble *params)
    {
        return true;
    }
    
    bool ValidateTexGenf(const Context *, GLenum coord, GLenum pname, GLfloat param)
    {
        return true;
    }
    bool ValidateTexGenfv(const Context *, GLenum coord, GLenum pname, const GLfloat *params)
    {
        return true;
    }
    
    bool ValidateTexGeni(const Context *, GLenum coord, GLenum pname, GLint param)
    {
        return true;
    }
    
    bool ValidateTexGeniv(const Context *, GLenum coord, GLenum pname, const GLint *params)
    {
        return true;
    }
    
    bool ValidateTexImage1D(const Context *,
                            GLenum target,
                            GLint level,
                            GLint internalformat,
                            GLsizei width,
                            GLint border,
                            GLenum format,
                            GLenum type,
                            const void *pixels)
    {
        return true;
    }
    
    bool ValidateTranslated(const Context *, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateVertex2d(const Context *, GLdouble x, GLdouble y)
    {
        return true;
    }
    
    bool ValidateVertex2dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertex2f(const Context *, GLfloat x, GLfloat y)
    {
        return true;
    }
    
    bool ValidateVertex2fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateVertex2i(const Context *, GLint x, GLint y)
    {
        return true;
    }
    
    bool ValidateVertex2iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertex2s(const Context *, GLshort x, GLshort y)
    {
        return true;
    }
    
    bool ValidateVertex2sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateVertex3d(const Context *, GLdouble x, GLdouble y, GLdouble z)
    {
        return true;
    }
    
    bool ValidateVertex3dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertex3f(const Context *, GLfloat x, GLfloat y, GLfloat z)
    {
        return true;
    }
    
    bool ValidateVertex3fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateVertex3i(const Context *, GLint x, GLint y, GLint z)
    {
        return true;
    }
    
    bool ValidateVertex3iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertex3s(const Context *, GLshort x, GLshort y, GLshort z)
    {
        return true;
    }
    
    bool ValidateVertex3sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    bool ValidateVertex4d(const Context *, GLdouble x, GLdouble y, GLdouble z, GLdouble w)
    {
        return true;
    }
    
    bool ValidateVertex4dv(const Context *, const GLdouble *v)
    {
        return true;
    }
    
    bool ValidateVertex4f(const Context *, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
    {
        return true;
    }
    
    bool ValidateVertex4fv(const Context *, const GLfloat *v)
    {
        return true;
    }
    
    bool ValidateVertex4i(const Context *, GLint x, GLint y, GLint z, GLint w)
    {
        return true;
    }
    
    bool ValidateVertex4iv(const Context *, const GLint *v)
    {
        return true;
    }
    
    bool ValidateVertex4s(const Context *, GLshort x, GLshort y, GLshort z, GLshort w)
    {
        return true;
    }
    
    bool ValidateVertex4sv(const Context *, const GLshort *v)
    {
        return true;
    }
    
    }  // namespace gl