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kc3-lang/angle/src/libANGLE/validationGL4.cpp

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  • Author : Jamie Madill
    Date : 2020-11-30 17:27:39
    Hash : 0be3f296
    Message : 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>

  • src/libANGLE/validationGL4.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.
    //
    
    // 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