blob: f639c8124f8049f8d48353b04070c0f79cdc00be [file] [log] [blame]
//
// 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.
//
// validationGL45.cpp: Validation functions for OpenGL 4.5 entry point parameters
#include "libANGLE/validationGL45_autogen.h"
namespace gl
{
bool ValidateBindTextureUnit(Context *context, GLuint unit, TextureID texture)
{
return true;
}
bool ValidateBlitNamedFramebuffer(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(Context *context, FramebufferID framebuffer, GLenum target)
{
return true;
}
bool ValidateClearNamedBufferData(Context *context,
BufferID buffer,
GLenum internalformat,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearNamedBufferSubData(Context *context,
BufferID buffer,
GLenum internalformat,
GLintptr offset,
GLsizeiptr size,
GLenum format,
GLenum type,
const void *data)
{
return true;
}
bool ValidateClearNamedFramebufferfi(Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil)
{
return true;
}
bool ValidateClearNamedFramebufferfv(Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value)
{
return true;
}
bool ValidateClearNamedFramebufferiv(Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLint *value)
{
return true;
}
bool ValidateClearNamedFramebufferuiv(Context *context,
FramebufferID framebuffer,
GLenum buffer,
GLint drawbuffer,
const GLuint *value)
{
return true;
}
bool ValidateClipControl(Context *context, GLenum origin, GLenum depth)
{
return true;
}
bool ValidateCompressedTextureSubImage1D(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data)
{
return true;
}
bool ValidateCompressedTextureSubImage2D(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(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(Context *context,
GLuint readBuffer,
GLuint writeBuffer,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size)
{
return true;
}
bool ValidateCopyTextureSubImage1D(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width)
{
return true;
}
bool ValidateCopyTextureSubImage2D(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateCopyTextureSubImage3D(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateCreateBuffers(Context *context, GLsizei n, BufferID *buffers)
{
return true;
}
bool ValidateCreateFramebuffers(Context *context, GLsizei n, GLuint *framebuffers)
{
return true;
}
bool ValidateCreateProgramPipelines(Context *context, GLsizei n, GLuint *pipelines)
{
return true;
}
bool ValidateCreateQueries(Context *context, GLenum target, GLsizei n, GLuint *ids)
{
return true;
}
bool ValidateCreateRenderbuffers(Context *context, GLsizei n, RenderbufferID *renderbuffers)
{
return true;
}
bool ValidateCreateSamplers(Context *context, GLsizei n, GLuint *samplers)
{
return true;
}
bool ValidateCreateTextures(Context *context, GLenum target, GLsizei n, GLuint *textures)
{
return true;
}
bool ValidateCreateTransformFeedbacks(Context *context, GLsizei n, GLuint *ids)
{
return true;
}
bool ValidateCreateVertexArrays(Context *context, GLsizei n, VertexArrayID *arrays)
{
return true;
}
bool ValidateDisableVertexArrayAttrib(Context *context, VertexArrayID vaobj, GLuint index)
{
return true;
}
bool ValidateEnableVertexArrayAttrib(Context *context, VertexArrayID vaobj, GLuint index)
{
return true;
}
bool ValidateFlushMappedNamedBufferRange(Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length)
{
return true;
}
bool ValidateGenerateTextureMipmap(Context *context, TextureID texture)
{
return true;
}
bool ValidateGetCompressedTextureImage(Context *context,
TextureID texture,
GLint level,
GLsizei bufSize,
void *pixels)
{
return true;
}
bool ValidateGetCompressedTextureSubImage(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLsizei bufSize,
void *pixels)
{
return true;
}
bool ValidateGetNamedBufferParameteri64v(Context *context,
BufferID buffer,
GLenum pname,
GLint64 *params)
{
return true;
}
bool ValidateGetNamedBufferParameteriv(Context *context,
BufferID buffer,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetNamedBufferPointerv(Context *context, BufferID buffer, GLenum pname, void **params)
{
return true;
}
bool ValidateGetNamedBufferSubData(Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr size,
void *data)
{
return true;
}
bool ValidateGetNamedFramebufferAttachmentParameteriv(Context *context,
FramebufferID framebuffer,
GLenum attachment,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetNamedFramebufferParameteriv(Context *context,
FramebufferID framebuffer,
GLenum pname,
GLint *param)
{
return true;
}
bool ValidateGetNamedRenderbufferParameteriv(Context *context,
RenderbufferID renderbuffer,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetQueryBufferObjecti64v(Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetQueryBufferObjectiv(Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetQueryBufferObjectui64v(Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetQueryBufferObjectuiv(Context *context,
GLuint id,
BufferID buffer,
GLenum pname,
GLintptr offset)
{
return true;
}
bool ValidateGetTextureImage(Context *context,
TextureID texture,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels)
{
return true;
}
bool ValidateGetTextureLevelParameterfv(Context *context,
TextureID texture,
GLint level,
GLenum pname,
GLfloat *params)
{
return true;
}
bool ValidateGetTextureLevelParameteriv(Context *context,
TextureID texture,
GLint level,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetTextureParameterIiv(Context *context,
TextureID texture,
GLenum pname,
GLint *params)
{
return true;
}
bool ValidateGetTextureParameterIuiv(Context *context,
TextureID texture,
GLenum pname,
GLuint *params)
{
return true;
}
bool ValidateGetTextureParameterfv(Context *context,
TextureID texture,
GLenum pname,
GLfloat *params)
{
return true;
}
bool ValidateGetTextureParameteriv(Context *context, TextureID texture, GLenum pname, GLint *params)
{
return true;
}
bool ValidateGetTextureSubImage(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels)
{
return true;
}
bool ValidateGetTransformFeedbacki64_v(Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
GLint64 *param)
{
return true;
}
bool ValidateGetTransformFeedbacki_v(Context *context,
GLuint xfb,
GLenum pname,
GLuint index,
GLint *param)
{
return true;
}
bool ValidateGetTransformFeedbackiv(Context *context, GLuint xfb, GLenum pname, GLint *param)
{
return true;
}
bool ValidateGetVertexArrayIndexed64iv(Context *context,
VertexArrayID vaobj,
GLuint index,
GLenum pname,
GLint64 *param)
{
return true;
}
bool ValidateGetVertexArrayIndexediv(Context *context,
VertexArrayID vaobj,
GLuint index,
GLenum pname,
GLint *param)
{
return true;
}
bool ValidateGetVertexArrayiv(Context *context, VertexArrayID vaobj, GLenum pname, GLint *param)
{
return true;
}
bool ValidateGetnColorTable(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *table)
{
return true;
}
bool ValidateGetnCompressedTexImage(Context *context,
GLenum target,
GLint lod,
GLsizei bufSize,
void *pixels)
{
return true;
}
bool ValidateGetnConvolutionFilter(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei bufSize,
void *image)
{
return true;
}
bool ValidateGetnHistogram(Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values)
{
return true;
}
bool ValidateGetnMapdv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v)
{
return true;
}
bool ValidateGetnMapfv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v)
{
return true;
}
bool ValidateGetnMapiv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLint *v)
{
return true;
}
bool ValidateGetnMinmax(Context *context,
GLenum target,
GLboolean reset,
GLenum format,
GLenum type,
GLsizei bufSize,
void *values)
{
return true;
}
bool ValidateGetnPixelMapfv(Context *context, GLenum map, GLsizei bufSize, GLfloat *values)
{
return true;
}
bool ValidateGetnPixelMapuiv(Context *context, GLenum map, GLsizei bufSize, GLuint *values)
{
return true;
}
bool ValidateGetnPixelMapusv(Context *context, GLenum map, GLsizei bufSize, GLushort *values)
{
return true;
}
bool ValidateGetnPolygonStipple(Context *context, GLsizei bufSize, GLubyte *pattern)
{
return true;
}
bool ValidateGetnSeparableFilter(Context *context,
GLenum target,
GLenum format,
GLenum type,
GLsizei rowBufSize,
void *row,
GLsizei columnBufSize,
void *column,
void *span)
{
return true;
}
bool ValidateGetnTexImage(Context *context,
GLenum target,
GLint level,
GLenum format,
GLenum type,
GLsizei bufSize,
void *pixels)
{
return true;
}
bool ValidateGetnUniformdv(Context *context,
ShaderProgramID program,
GLint location,
GLsizei bufSize,
GLdouble *params)
{
return true;
}
bool ValidateInvalidateNamedFramebufferData(Context *context,
FramebufferID framebuffer,
GLsizei numAttachments,
const GLenum *attachments)
{
return true;
}
bool ValidateInvalidateNamedFramebufferSubData(Context *context,
FramebufferID framebuffer,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateMapNamedBuffer(Context *context, BufferID buffer, GLenum access)
{
return true;
}
bool ValidateMapNamedBufferRange(Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr length,
GLbitfield access)
{
return true;
}
bool ValidateNamedBufferData(Context *context,
BufferID buffer,
GLsizeiptr size,
const void *data,
GLenum usage)
{
return true;
}
bool ValidateNamedBufferStorage(Context *context,
BufferID buffer,
GLsizeiptr size,
const void *data,
GLbitfield flags)
{
return true;
}
bool ValidateNamedBufferSubData(Context *context,
BufferID buffer,
GLintptr offset,
GLsizeiptr size,
const void *data)
{
return true;
}
bool ValidateNamedFramebufferDrawBuffer(Context *context, FramebufferID framebuffer, GLenum buf)
{
return true;
}
bool ValidateNamedFramebufferDrawBuffers(Context *context,
FramebufferID framebuffer,
GLsizei n,
const GLenum *bufs)
{
return true;
}
bool ValidateNamedFramebufferParameteri(Context *context,
FramebufferID framebuffer,
GLenum pname,
GLint param)
{
return true;
}
bool ValidateNamedFramebufferReadBuffer(Context *context, FramebufferID framebuffer, GLenum src)
{
return true;
}
bool ValidateNamedFramebufferRenderbuffer(Context *context,
FramebufferID framebuffer,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbuffer)
{
return true;
}
bool ValidateNamedFramebufferTexture(Context *context,
FramebufferID framebuffer,
GLenum attachment,
TextureID texture,
GLint level)
{
return true;
}
bool ValidateNamedFramebufferTextureLayer(Context *context,
FramebufferID framebuffer,
GLenum attachment,
TextureID texture,
GLint level,
GLint layer)
{
return true;
}
bool ValidateNamedRenderbufferStorage(Context *context,
RenderbufferID renderbuffer,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateNamedRenderbufferStorageMultisample(Context *context,
RenderbufferID renderbuffer,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateTextureBarrier(Context *context)
{
return true;
}
bool ValidateTextureBuffer(Context *context,
TextureID texture,
GLenum internalformat,
BufferID buffer)
{
return true;
}
bool ValidateTextureBufferRange(Context *context,
TextureID texture,
GLenum internalformat,
BufferID buffer,
GLintptr offset,
GLsizeiptr size)
{
return true;
}
bool ValidateTextureParameterIiv(Context *context,
TextureID texture,
GLenum pname,
const GLint *params)
{
return true;
}
bool ValidateTextureParameterIuiv(Context *context,
TextureID texture,
GLenum pname,
const GLuint *params)
{
return true;
}
bool ValidateTextureParameterf(Context *context, TextureID texture, GLenum pname, GLfloat param)
{
return true;
}
bool ValidateTextureParameterfv(Context *context,
TextureID texture,
GLenum pname,
const GLfloat *param)
{
return true;
}
bool ValidateTextureParameteri(Context *context, TextureID texture, GLenum pname, GLint param)
{
return true;
}
bool ValidateTextureParameteriv(Context *context,
TextureID texture,
GLenum pname,
const GLint *param)
{
return true;
}
bool ValidateTextureStorage1D(Context *context,
TextureID texture,
GLsizei levels,
GLenum internalformat,
GLsizei width)
{
return true;
}
bool ValidateTextureStorage2D(Context *context,
TextureID texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height)
{
return true;
}
bool ValidateTextureStorage2DMultisample(Context *context,
TextureID texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTextureStorage3D(Context *context,
TextureID texture,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth)
{
return true;
}
bool ValidateTextureStorage3DMultisample(Context *context,
TextureID texture,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations)
{
return true;
}
bool ValidateTextureSubImage1D(Context *context,
TextureID texture,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels)
{
return true;
}
bool ValidateTextureSubImage2D(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(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(Context *context,
GLuint xfb,
GLuint index,
BufferID buffer)
{
return true;
}
bool ValidateTransformFeedbackBufferRange(Context *context,
GLuint xfb,
GLuint index,
BufferID buffer,
GLintptr offset,
GLsizeiptr size)
{
return true;
}
bool ValidateUnmapNamedBuffer(Context *context, BufferID buffer)
{
return true;
}
bool ValidateVertexArrayAttribBinding(Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLuint bindingindex)
{
return true;
}
bool ValidateVertexArrayAttribFormat(Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLboolean normalized,
GLuint relativeoffset)
{
return true;
}
bool ValidateVertexArrayAttribIFormat(Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
bool ValidateVertexArrayAttribLFormat(Context *context,
VertexArrayID vaobj,
GLuint attribindex,
GLint size,
GLenum type,
GLuint relativeoffset)
{
return true;
}
bool ValidateVertexArrayBindingDivisor(Context *context,
VertexArrayID vaobj,
GLuint bindingindex,
GLuint divisor)
{
return true;
}
bool ValidateVertexArrayElementBuffer(Context *context, VertexArrayID vaobj, BufferID buffer)
{
return true;
}
bool ValidateVertexArrayVertexBuffer(Context *context,
VertexArrayID vaobj,
GLuint bindingindex,
BufferID buffer,
GLintptr offset,
GLsizei stride)
{
return true;
}
bool ValidateVertexArrayVertexBuffers(Context *context,
VertexArrayID vaobj,
GLuint first,
GLsizei count,
const BufferID *buffers,
const GLintptr *offsets,
const GLsizei *strides)
{
return true;
}
} // namespace gl