| // |
| // 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. |
| // |
| |
| // validationGL33.cpp: Validation functions for OpenGL 3.3 entry point parameters |
| |
| #include "libANGLE/validationGL33_autogen.h" |
| |
| namespace gl |
| { |
| |
| bool ValidateBindFragDataLocationIndexed(Context *context, |
| ShaderProgramID program, |
| GLuint colorNumber, |
| GLuint index, |
| const GLchar *name) |
| { |
| return true; |
| } |
| |
| bool ValidateColorP3ui(Context *context, GLenum type, GLuint color) |
| { |
| return true; |
| } |
| |
| bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color) |
| { |
| return true; |
| } |
| |
| bool ValidateColorP4ui(Context *context, GLenum type, GLuint color) |
| { |
| return true; |
| } |
| |
| bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color) |
| { |
| return true; |
| } |
| |
| bool ValidateGetFragDataIndex(Context *context, ShaderProgramID program, const GLchar *name) |
| { |
| return true; |
| } |
| |
| bool ValidateGetQueryObjecti64v(Context *context, QueryID id, GLenum pname, GLint64 *params) |
| { |
| return true; |
| } |
| |
| bool ValidateGetQueryObjectui64v(Context *context, QueryID id, GLenum pname, GLuint64 *params) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP1uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP2uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP3uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateMultiTexCoordP4uiv(Context *context, GLenum texture, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateQueryCounter(Context *context, QueryID id, QueryType targetPacked) |
| { |
| return true; |
| } |
| |
| bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color) |
| { |
| return true; |
| } |
| |
| bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords) |
| { |
| return true; |
| } |
| |
| bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP1ui(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP1uiv(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP2ui(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP2uiv(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP3ui(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP3uiv(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP4ui(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexAttribP4uiv(Context *context, |
| GLuint index, |
| GLenum type, |
| GLboolean normalized, |
| const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value) |
| { |
| return true; |
| } |
| |
| bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value) |
| { |
| return true; |
| } |
| |
| } // namespace gl |