Hash :
bd4e756a
Author :
Date :
2020-02-17T09:49:45
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>
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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.
//
// 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