Hash :
0be3f296
Author :
Date :
2020-11-30T17:27:39
Entry Points: Combine desktop GL minor versions. This reduces the proliferation of small entry point files. Bug: angleproject:2621 Change-Id: Ib882fd9e32e165279439d5d6cab7205eae0732ac Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2566592 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Tim Van Patten <timvp@google.com>
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//
// 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.
//
// validationGL4.cpp: Validation functions for OpenGL 4.0 entry point parameters
#include "libANGLE/validationGL4_autogen.h"
namespace gl
{
bool ValidateBeginQueryIndexed(const Context *context, GLenum target, GLuint index, QueryID id)
{
return true;
}
bool ValidateDrawTransformFeedback(const Context *context, GLenum mode, TransformFeedbackID id)
{
return true;
}
bool ValidateDrawTransformFeedbackStream(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream)
{
return true;
}
bool ValidateEndQueryIndexed(const Context *context, GLenum target, GLuint index)
{
return true;
}
bool ValidateGetActiveSubroutineName(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformName(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLsizei bufsize,
const GLsizei *length,
const GLchar *name)
{
return true;
}
bool ValidateGetActiveSubroutineUniformiv(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLuint index,
GLenum pname,
const GLint *values)
{
return true;
}
bool ValidateGetProgramStageiv(const Context *context,
ShaderProgramID program,
GLenum shadertype,
GLenum pname,
const GLint *values)
{
return true;
}
bool ValidateGetQueryIndexediv(const Context *context,
GLenum target,
GLuint index,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetSubroutineIndex(const Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetSubroutineUniformLocation(const Context *context,
ShaderProgramID program,
GLenum shadertype,
const GLchar *name)
{
return true;
}
bool ValidateGetUniformSubroutineuiv(const Context *context,
GLenum shadertype,
GLint location,
const GLuint *params)
{
return true;
}
bool ValidateGetUniformdv(const Context *context,
ShaderProgramID program,
UniformLocation location,
const GLdouble *params)
{
return true;
}
bool ValidatePatchParameterfv(const Context *context, GLenum pname, const GLfloat *values)
{
return true;
}
bool ValidateUniform1d(const Context *context, UniformLocation location, GLdouble x)
{
return true;
}
bool ValidateUniform1dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform2d(const Context *context, UniformLocation location, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateUniform2dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform3d(const Context *context,
UniformLocation location,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateUniform3dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniform4d(const Context *context,
UniformLocation location,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateUniform4dv(const Context *context,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix2x4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix3x4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x2dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformMatrix4x3dv(const Context *context,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateUniformSubroutinesuiv(const Context *context,
GLenum shadertype,
GLsizei count,
const GLuint *indices)
{
return true;
}
bool ValidateDepthRangeArrayv(const Context *context,
GLuint first,
GLsizei count,
const GLdouble *v)
{
return true;
}
bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f)
{
return true;
}
bool ValidateGetDoublei_v(const Context *context, GLenum target, GLuint index, const GLdouble *data)
{
return true;
}
bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data)
{
return true;
}
bool ValidateGetVertexAttribLdv(const Context *context,
GLuint index,
GLenum pname,
const GLdouble *params)
{
return true;
}
bool ValidateProgramUniform1d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0)
{
return true;
}
bool ValidateProgramUniform1dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform2d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1)
{
return true;
}
bool ValidateProgramUniform2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform3d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1,
GLdouble v2)
{
return true;
}
bool ValidateProgramUniform3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniform4d(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3)
{
return true;
}
bool ValidateProgramUniform4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix2x4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix3x4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x2dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateProgramUniformMatrix4x3dv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei count,
GLboolean transpose,
const GLdouble *value)
{
return true;
}
bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v)
{
return true;
}
bool ValidateScissorIndexed(const Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v)
{
return true;
}
bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x)
{
return true;
}
bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y)
{
return true;
}
bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL3d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z)
{
return true;
}
bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribL4d(const Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w)
{
return true;
}
bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v)
{
return true;
}
bool ValidateVertexAttribLPointer(const Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer)
{
return true;
}
bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v)
{
return true;
}
bool ValidateViewportIndexedf(const Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h)
{
return true;
}
bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v)
{
return true;
}
bool ValidateDrawArraysInstancedBaseInstance(const Context *context,
PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instancecount,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawElementsInstancedBaseInstance(const Context *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices,
GLsizei instancecount,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context,
PrimitiveMode mode,
GLsizei count,
DrawElementsType type,
const void *indices,
GLsizei instancecount,
GLint basevertex,
GLuint baseinstance)
{
return true;
}
bool ValidateDrawTransformFeedbackInstanced(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLsizei instancecount)
{
return true;
}
bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context,
GLenum mode,
TransformFeedbackID id,
GLuint stream,
GLsizei instancecount)
{
return true;
}
bool ValidateGetActiveAtomicCounterBufferiv(const Context *context,
ShaderProgramID program,
GLuint bufferIndex,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateTexStorage1D(const Context *context,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width)
{
return true;
}
bool ValidateClearBufferData(const Context *context,
GLenum target,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearBufferSubData(const Context *context,
GLenum target,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateGetInternalformati64v(const Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
const GLint64 *params)
{
return true;
}
bool ValidateGetProgramResourceLocationIndex(const Context *context,
ShaderProgramID program,
GLenum programInterface,
const GLchar *name)
{
return true;
}
bool ValidateInvalidateBufferData(const Context *context, BufferID buffer)
{
return true;
}
bool ValidateInvalidateBufferSubData(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateInvalidateTexImage(const Context *context, TextureID texture, GLint level)
{
return true;
}
bool ValidateInvalidateTexSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateMultiDrawArraysIndirect(const Context *context,
GLenum mode,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirect(const Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLsizei drawcount,
GLsizei stride)
{
return true;
}
bool ValidateShaderStorageBlockBinding(const Context *context,
ShaderProgramID program,
GLuint storageBlockIndex,
GLuint storageBlockBinding)
{
return true;
}
bool ValidateTextureView(const Context *context,
TextureID texture,
GLenum target,
GLuint origtexture,
GLenum internalformat,
GLuint minlevel,
GLuint numlevels,
GLuint minlayer,
GLuint numlayers)
{
return true;
}
bool ValidateVertexAttribLFormat(const Context *context,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
bool ValidateBindBuffersBase(const Context *context,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffers)
{
return true;
}
bool ValidateBindBuffersRange(const Context *context,
GLenum target,
GLuint first,
GLsizei count,
const BufferID *buffers,
const GLintptr *offsets,
const GLsizeiptr *sizes)
{
return true;
}
bool ValidateBindImageTextures(const Context *context,
GLuint first,
GLsizei count,
const GLuint *textures)
{
return true;
}
bool ValidateBindSamplers(const Context *context,
GLuint first,
GLsizei count,
const GLuint *samplers)
{
return true;
}
bool ValidateBindTextures(const Context *context,
GLuint first,
GLsizei count,
const GLuint *textures)
{
return true;
}
bool ValidateBindVertexBuffers(const Context *context,
GLuint first,
GLsizei count,
const BufferID *buffers,
const GLintptr *offsets,
const GLsizei *strides)
{
return true;
}
bool ValidateBufferStorage(const Context *context,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{
return true;
}
bool ValidateClearTexImage(const Context *context,
TextureID texture,
GLint level,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearTexSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateBindTextureUnit(const Context *context, GLuint unit, TextureID texture)
{
return true;
}
bool ValidateBlitNamedFramebuffer(const Context *context,
GLuint readFramebuffer,
GLuint drawFramebuffer,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter)
{
return true;
}
bool ValidateCheckNamedFramebufferStatus(const Context *context,
FramebufferID framebuffer,
GLenum target)
{
return true;
}
bool ValidateClearNamedBufferData(const Context *context,
BufferID buffer,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearNamedBufferSubData(const Context *context,
BufferID buffer,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearNamedFramebufferfi(const Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
return true;
}
bool ValidateClearNamedFramebufferfv(const Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value)
{
return true;
}
bool ValidateClearNamedFramebufferiv(const Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLint *value)
{
return true;
}
bool ValidateClearNamedFramebufferuiv(const Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLuint *value)
{
return true;
}
bool ValidateClipControl(const Context *context, GLenum origin, GLenum depth)
{
return true;
}
bool ValidateCompressedTextureSubImage1D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data)
{
return true;
}
bool ValidateCompressedTextureSubImage2D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data)
{
return true;
}
bool ValidateCompressedTextureSubImage3D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data)
{
return true;
}
bool ValidateCopyNamedBufferSubData(const Context *context,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{
return true;
}
bool ValidateCopyTextureSubImage1D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width)
{
return true;
}
bool ValidateCopyTextureSubImage2D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateCopyTextureSubImage3D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateCreateBuffers(const Context *context, GLsizei n, const BufferID *buffers)
{
return true;
}
bool ValidateCreateFramebuffers(const Context *context, GLsizei n, const GLuint *framebuffers)
{
return true;
}
bool ValidateCreateProgramPipelines(const Context *context, GLsizei n, const GLuint *pipelines)
{
return true;
}
bool ValidateCreateQueries(const Context *context, GLenum target, GLsizei n, const GLuint *ids)
{
return true;
}
bool ValidateCreateRenderbuffers(const Context *context,
GLsizei n,
const RenderbufferID *renderbuffers)
{
return true;
}
bool ValidateCreateSamplers(const Context *context, GLsizei n, const GLuint *samplers)
{
return true;
}
bool ValidateCreateTextures(const Context *context,
GLenum target,
GLsizei n,
const GLuint *textures)
{
return true;
}
bool ValidateCreateTransformFeedbacks(const Context *context, GLsizei n, const GLuint *ids)
{
return true;
}
bool ValidateCreateVertexArrays(const Context *context, GLsizei n, const VertexArrayID *arrays)
{
return true;
}
bool ValidateDisableVertexArrayAttrib(const Context *context, VertexArrayID vaobj, GLuint index)
{
return true;
}
bool ValidateEnableVertexArrayAttrib(const Context *context, VertexArrayID vaobj, GLuint index)
{
return true;
}
bool ValidateFlushMappedNamedBufferRange(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateGenerateTextureMipmap(const Context *context, TextureID texture)
{
return true;
}
bool ValidateGetCompressedTextureImage(const Context *context,
TextureID texture,
GLint level,
GLsizei bufSize,
const void *pixels)
{
return true;
}
bool ValidateGetCompressedTextureSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
const void *pixels)
{
return true;
}
bool ValidateGetNamedBufferParameteri64v(const Context *context,
BufferID buffer,
GLenum pname,
const GLint64 *params)
{
return true;
}
bool ValidateGetNamedBufferParameteriv(const Context *context,
BufferID buffer,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetNamedBufferPointerv(const Context *context,
BufferID buffer,
GLenum pname,
void *const *params)
{
return true;
}
bool ValidateGetNamedBufferSubData(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr size,
const void *data)
{
return true;
}
bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context,
FramebufferID framebuffer,
GLenum attachment,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetNamedFramebufferParameteriv(const Context *context,
FramebufferID framebuffer,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateGetNamedRenderbufferParameteriv(const Context *context,
RenderbufferID renderbuffer,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetQueryBufferObjecti64v(const Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetQueryBufferObjectiv(const Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetQueryBufferObjectui64v(const Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetQueryBufferObjectuiv(const Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetTextureImage(const Context *context,
TextureID texture,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
return true;
}
bool ValidateGetTextureLevelParameterfv(const Context *context,
TextureID texture,
GLint level,
GLenum pname,
const GLfloat *params)
{
return true;
}
bool ValidateGetTextureLevelParameteriv(const Context *context,
TextureID texture,
GLint level,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetTextureParameterIiv(const Context *context,
TextureID texture,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetTextureParameterIuiv(const Context *context,
TextureID texture,
GLenum pname,
const GLuint *params)
{
return true;
}
bool ValidateGetTextureParameterfv(const Context *context,
TextureID texture,
GLenum pname,
const GLfloat *params)
{
return true;
}
bool ValidateGetTextureParameteriv(const Context *context,
TextureID texture,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateGetTextureSubImage(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
return true;
}
bool ValidateGetTransformFeedbacki64_v(const Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
const GLint64 *param)
{
return true;
}
bool ValidateGetTransformFeedbacki_v(const Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
const GLint *param)
{
return true;
}
bool ValidateGetTransformFeedbackiv(const Context *context,
GLuint xfb,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateGetVertexArrayIndexed64iv(const Context *context,
VertexArrayID vaobj,
GLuint index,
GLenum pname,
const GLint64 *param)
{
return true;
}
bool ValidateGetVertexArrayIndexediv(const Context *context,
VertexArrayID vaobj,
GLuint index,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateGetVertexArrayiv(const Context *context,
VertexArrayID vaobj,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateGetnColorTable(const Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *table)
{
return true;
}
bool ValidateGetnCompressedTexImage(const Context *context,
GLenum target,
GLint lod,
GLsizei bufSize,
const void *pixels)
{
return true;
}
bool ValidateGetnConvolutionFilter(const Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *image)
{
return true;
}
bool ValidateGetnHistogram(const Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *values)
{
return true;
}
bool ValidateGetnMapdv(const Context *context,
GLenum target,
GLenum query,
GLsizei bufSize,
const GLdouble *v)
{
return true;
}
bool ValidateGetnMapfv(const Context *context,
GLenum target,
GLenum query,
GLsizei bufSize,
const GLfloat *v)
{
return true;
}
bool ValidateGetnMapiv(const Context *context,
GLenum target,
GLenum query,
GLsizei bufSize,
const GLint *v)
{
return true;
}
bool ValidateGetnMinmax(const Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *values)
{
return true;
}
bool ValidateGetnPixelMapfv(const Context *context,
GLenum map,
GLsizei bufSize,
const GLfloat *values)
{
return true;
}
bool ValidateGetnPixelMapuiv(const Context *context,
GLenum map,
GLsizei bufSize,
const GLuint *values)
{
return true;
}
bool ValidateGetnPixelMapusv(const Context *context,
GLenum map,
GLsizei bufSize,
const GLushort *values)
{
return true;
}
bool ValidateGetnPolygonStipple(const Context *context, GLsizei bufSize, const GLubyte *pattern)
{
return true;
}
bool ValidateGetnSeparableFilter(const Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
const void *row,
GLsizei columnBufSize,
const void *column,
const void *span)
{
return true;
}
bool ValidateGetnTexImage(const Context *context,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels)
{
return true;
}
bool ValidateGetnUniformdv(const Context *context,
ShaderProgramID program,
UniformLocation location,
GLsizei bufSize,
const GLdouble *params)
{
return true;
}
bool ValidateInvalidateNamedFramebufferData(const Context *context,
FramebufferID framebuffer,
GLsizei numAttachments,
const GLenum *attachments)
{
return true;
}
bool ValidateInvalidateNamedFramebufferSubData(const Context *context,
FramebufferID framebuffer,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateMapNamedBuffer(const Context *context, BufferID buffer, GLenum access)
{
return true;
}
bool ValidateMapNamedBufferRange(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length,
GLbitfield access)
{
return true;
}
bool ValidateNamedBufferData(const Context *context,
BufferID buffer,
GLsizeiptr size,
const void *data,
GLenum usage)
{
return true;
}
bool ValidateNamedBufferStorage(const Context *context,
BufferID buffer,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{
return true;
}
bool ValidateNamedBufferSubData(const Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr size,
const void *data)
{
return true;
}
bool ValidateNamedFramebufferDrawBuffer(const Context *context,
FramebufferID framebuffer,
GLenum buf)
{
return true;
}
bool ValidateNamedFramebufferDrawBuffers(const Context *context,
FramebufferID framebuffer,
GLsizei n,
const GLenum *bufs)
{
return true;
}
bool ValidateNamedFramebufferParameteri(const Context *context,
FramebufferID framebuffer,
GLenum pname,
GLint param)
{
return true;
}
bool ValidateNamedFramebufferReadBuffer(const Context *context,
FramebufferID framebuffer,
GLenum src)
{
return true;
}
bool ValidateNamedFramebufferRenderbuffer(const Context *context,
FramebufferID framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbuffer)
{
return true;
}
bool ValidateNamedFramebufferTexture(const Context *context,
FramebufferID framebuffer,
GLenum attachment,
TextureID texture,
GLint level)
{
return true;
}
bool ValidateNamedFramebufferTextureLayer(const Context *context,
FramebufferID framebuffer,
GLenum attachment,
TextureID texture,
GLint level,
GLint layer)
{
return true;
}
bool ValidateNamedRenderbufferStorage(const Context *context,
RenderbufferID renderbuffer,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateNamedRenderbufferStorageMultisample(const Context *context,
RenderbufferID renderbuffer,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateTextureBarrier(const Context *context)
{
return true;
}
bool ValidateTextureBuffer(const Context *context,
TextureID texture,
GLenum internalformat,
BufferID buffer)
{
return true;
}
bool ValidateTextureBufferRange(const Context *context,
TextureID texture,
GLenum internalformat,
BufferID buffer,
GLintptr offset,
GLsizeiptr size)
{
return true;
}
bool ValidateTextureParameterIiv(const Context *context,
TextureID texture,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateTextureParameterIuiv(const Context *context,
TextureID texture,
GLenum pname,
const GLuint *params)
{
return true;
}
bool ValidateTextureParameterf(const Context *context,
TextureID texture,
GLenum pname,
GLfloat param)
{
return true;
}
bool ValidateTextureParameterfv(const Context *context,
TextureID texture,
GLenum pname,
const GLfloat *param)
{
return true;
}
bool ValidateTextureParameteri(const Context *context, TextureID texture, GLenum pname, GLint param)
{
return true;
}
bool ValidateTextureParameteriv(const Context *context,
TextureID texture,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateTextureStorage1D(const Context *context,
TextureID texture,
GLsizei levels,
GLenum internalformat,
GLsizei width)
{
return true;
}
bool ValidateTextureStorage2D(const Context *context,
TextureID texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateTextureStorage2DMultisample(const Context *context,
TextureID texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTextureStorage3D(const Context *context,
TextureID texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateTextureStorage3DMultisample(const Context *context,
TextureID texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTextureSubImage1D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels)
{
return true;
}
bool ValidateTextureSubImage2D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels)
{
return true;
}
bool ValidateTextureSubImage3D(const Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels)
{
return true;
}
bool ValidateTransformFeedbackBufferBase(const Context *context,
GLuint xfb,
GLuint index,
BufferID buffer)
{
return true;
}
bool ValidateTransformFeedbackBufferRange(const Context *context,
GLuint xfb,
GLuint index,
BufferID buffer,
GLintptr offset,
GLsizeiptr size)
{
return true;
}
bool ValidateUnmapNamedBuffer(const Context *context, BufferID buffer)
{
return true;
}
bool ValidateVertexArrayAttribBinding(const Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLuint bindingindex)
{
return true;
}
bool ValidateVertexArrayAttribFormat(const Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{
return true;
}
bool ValidateVertexArrayAttribIFormat(const Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
bool ValidateVertexArrayAttribLFormat(const Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
bool ValidateVertexArrayBindingDivisor(const Context *context,
VertexArrayID vaobj,
GLuint bindingindex,
GLuint divisor)
{
return true;
}
bool ValidateVertexArrayElementBuffer(const Context *context, VertexArrayID vaobj, BufferID buffer)
{
return true;
}
bool ValidateVertexArrayVertexBuffer(const Context *context,
VertexArrayID vaobj,
GLuint bindingindex,
BufferID buffer,
GLintptr offset,
GLsizei stride)
{
return true;
}
bool ValidateVertexArrayVertexBuffers(const Context *context,
VertexArrayID vaobj,
GLuint first,
GLsizei count,
const BufferID *buffers,
const GLintptr *offsets,
const GLsizei *strides)
{
return true;
}
bool ValidateMultiDrawArraysIndirectCount(const Context *context,
GLenum mode,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
return true;
}
bool ValidateMultiDrawElementsIndirectCount(const Context *context,
GLenum mode,
GLenum type,
const void *indirect,
GLintptr drawcount,
GLsizei maxdrawcount,
GLsizei stride)
{
return true;
}
bool ValidatePolygonOffsetClamp(const Context *context,
GLfloat factor,
GLfloat units,
GLfloat clamp)
{
return true;
}
bool ValidateSpecializeShader(const Context *context,
GLuint shader,
const GLchar *pEntryPoint,
GLuint numSpecializationConstants,
const GLuint *pConstantIndex,
const GLuint *pConstantValue)
{
return true;
}
} // namespace gl