validationGL3.cpp (19168B)
1 // 2 // Copyright 2019 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 // validationGL3.cpp: Validation functions for OpenGL 3.0 entry point parameters 7 8 #include "libANGLE/validationGL3_autogen.h" 9 10 namespace gl 11 { 12 13 bool ValidateBeginConditionalRender(const Context *context, 14 angle::EntryPoint entryPoint, 15 GLuint id, 16 GLenum mode) 17 { 18 return true; 19 } 20 21 bool ValidateBindFragDataLocation(const Context *context, 22 angle::EntryPoint entryPoint, 23 ShaderProgramID program, 24 GLuint color, 25 const GLchar *name) 26 { 27 return true; 28 } 29 30 bool ValidateClampColor(const Context *context, 31 angle::EntryPoint entryPoint, 32 GLenum target, 33 GLenum clamp) 34 { 35 return true; 36 } 37 38 bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint) 39 { 40 return true; 41 } 42 43 bool ValidateFramebufferTexture1D(const Context *context, 44 angle::EntryPoint entryPoint, 45 GLenum target, 46 GLenum attachment, 47 TextureTarget textargetPacked, 48 TextureID texture, 49 GLint level) 50 { 51 return true; 52 } 53 54 bool ValidateFramebufferTexture3D(const Context *context, 55 angle::EntryPoint entryPoint, 56 GLenum target, 57 GLenum attachment, 58 TextureTarget textargetPacked, 59 TextureID texture, 60 GLint level, 61 GLint zoffset) 62 { 63 return true; 64 } 65 66 bool ValidateVertexAttribI1i(const Context *context, 67 angle::EntryPoint entryPoint, 68 GLuint index, 69 GLint x) 70 { 71 return true; 72 } 73 74 bool ValidateVertexAttribI1iv(const Context *context, 75 angle::EntryPoint entryPoint, 76 GLuint index, 77 const GLint *v) 78 { 79 return true; 80 } 81 82 bool ValidateVertexAttribI1ui(const Context *context, 83 angle::EntryPoint entryPoint, 84 GLuint index, 85 GLuint x) 86 { 87 return true; 88 } 89 90 bool ValidateVertexAttribI1uiv(const Context *context, 91 angle::EntryPoint entryPoint, 92 GLuint index, 93 const GLuint *v) 94 { 95 return true; 96 } 97 98 bool ValidateVertexAttribI2i(const Context *context, 99 angle::EntryPoint entryPoint, 100 GLuint index, 101 GLint x, 102 GLint y) 103 { 104 return true; 105 } 106 107 bool ValidateVertexAttribI2iv(const Context *context, 108 angle::EntryPoint entryPoint, 109 GLuint index, 110 const GLint *v) 111 { 112 return true; 113 } 114 115 bool ValidateVertexAttribI2ui(const Context *context, 116 angle::EntryPoint entryPoint, 117 GLuint index, 118 GLuint x, 119 GLuint y) 120 { 121 return true; 122 } 123 124 bool ValidateVertexAttribI2uiv(const Context *context, 125 angle::EntryPoint entryPoint, 126 GLuint index, 127 const GLuint *v) 128 { 129 return true; 130 } 131 132 bool ValidateVertexAttribI3i(const Context *context, 133 angle::EntryPoint entryPoint, 134 GLuint index, 135 GLint x, 136 GLint y, 137 GLint z) 138 { 139 return true; 140 } 141 142 bool ValidateVertexAttribI3iv(const Context *context, 143 angle::EntryPoint entryPoint, 144 GLuint index, 145 const GLint *v) 146 { 147 return true; 148 } 149 150 bool ValidateVertexAttribI3ui(const Context *context, 151 angle::EntryPoint entryPoint, 152 GLuint index, 153 GLuint x, 154 GLuint y, 155 GLuint z) 156 { 157 return true; 158 } 159 160 bool ValidateVertexAttribI3uiv(const Context *context, 161 angle::EntryPoint entryPoint, 162 GLuint index, 163 const GLuint *v) 164 { 165 return true; 166 } 167 168 bool ValidateVertexAttribI4bv(const Context *context, 169 angle::EntryPoint entryPoint, 170 GLuint index, 171 const GLbyte *v) 172 { 173 return true; 174 } 175 176 bool ValidateVertexAttribI4sv(const Context *context, 177 angle::EntryPoint entryPoint, 178 GLuint index, 179 const GLshort *v) 180 { 181 return true; 182 } 183 184 bool ValidateVertexAttribI4ubv(const Context *context, 185 angle::EntryPoint entryPoint, 186 GLuint index, 187 const GLubyte *v) 188 { 189 return true; 190 } 191 192 bool ValidateVertexAttribI4usv(const Context *context, 193 angle::EntryPoint entryPoint, 194 GLuint index, 195 const GLushort *v) 196 { 197 return true; 198 } 199 200 bool ValidateGetActiveUniformName(const Context *context, 201 angle::EntryPoint entryPoint, 202 ShaderProgramID program, 203 GLuint uniformIndex, 204 GLsizei bufSize, 205 const GLsizei *length, 206 const GLchar *uniformName) 207 { 208 return true; 209 } 210 211 bool ValidatePrimitiveRestartIndex(const Context *context, 212 angle::EntryPoint entryPoint, 213 GLuint index) 214 { 215 return true; 216 } 217 218 bool ValidateMultiDrawElementsBaseVertex(const Context *context, 219 angle::EntryPoint entryPoint, 220 PrimitiveMode mode, 221 const GLsizei *count, 222 DrawElementsType type, 223 const void *const *indices, 224 GLsizei drawcount, 225 const GLint *basevertex) 226 { 227 return true; 228 } 229 230 bool ValidateProvokingVertex(const Context *context, 231 angle::EntryPoint entryPoint, 232 ProvokingVertexConvention modePacked) 233 { 234 return true; 235 } 236 237 bool ValidateTexImage2DMultisample(const Context *context, 238 angle::EntryPoint entryPoint, 239 GLenum target, 240 GLsizei samples, 241 GLenum internalformat, 242 GLsizei width, 243 GLsizei height, 244 GLboolean fixedsamplelocations) 245 { 246 return true; 247 } 248 249 bool ValidateTexImage3DMultisample(const Context *context, 250 angle::EntryPoint entryPoint, 251 GLenum target, 252 GLsizei samples, 253 GLenum internalformat, 254 GLsizei width, 255 GLsizei height, 256 GLsizei depth, 257 GLboolean fixedsamplelocations) 258 { 259 return true; 260 } 261 262 bool ValidateBindFragDataLocationIndexed(const Context *context, 263 angle::EntryPoint entryPoint, 264 ShaderProgramID program, 265 GLuint colorNumber, 266 GLuint index, 267 const GLchar *name) 268 { 269 return true; 270 } 271 272 bool ValidateColorP3ui(const Context *context, 273 angle::EntryPoint entryPoint, 274 GLenum type, 275 GLuint color) 276 { 277 return true; 278 } 279 280 bool ValidateColorP3uiv(const Context *context, 281 angle::EntryPoint entryPoint, 282 GLenum type, 283 const GLuint *color) 284 { 285 return true; 286 } 287 288 bool ValidateColorP4ui(const Context *context, 289 angle::EntryPoint entryPoint, 290 GLenum type, 291 GLuint color) 292 { 293 return true; 294 } 295 296 bool ValidateColorP4uiv(const Context *context, 297 angle::EntryPoint entryPoint, 298 GLenum type, 299 const GLuint *color) 300 { 301 return true; 302 } 303 304 bool ValidateGetFragDataIndex(const Context *context, 305 angle::EntryPoint entryPoint, 306 ShaderProgramID program, 307 const GLchar *name) 308 { 309 return true; 310 } 311 312 bool ValidateGetQueryObjecti64v(const Context *context, 313 angle::EntryPoint entryPoint, 314 QueryID id, 315 GLenum pname, 316 const GLint64 *params) 317 { 318 return true; 319 } 320 321 bool ValidateGetQueryObjectui64v(const Context *context, 322 angle::EntryPoint entryPoint, 323 QueryID id, 324 GLenum pname, 325 const GLuint64 *params) 326 { 327 return true; 328 } 329 330 bool ValidateMultiTexCoordP1ui(const Context *context, 331 angle::EntryPoint entryPoint, 332 GLenum texture, 333 GLenum type, 334 GLuint coords) 335 { 336 return true; 337 } 338 339 bool ValidateMultiTexCoordP1uiv(const Context *context, 340 angle::EntryPoint entryPoint, 341 GLenum texture, 342 GLenum type, 343 const GLuint *coords) 344 { 345 return true; 346 } 347 348 bool ValidateMultiTexCoordP2ui(const Context *context, 349 angle::EntryPoint entryPoint, 350 GLenum texture, 351 GLenum type, 352 GLuint coords) 353 { 354 return true; 355 } 356 357 bool ValidateMultiTexCoordP2uiv(const Context *context, 358 angle::EntryPoint entryPoint, 359 GLenum texture, 360 GLenum type, 361 const GLuint *coords) 362 { 363 return true; 364 } 365 366 bool ValidateMultiTexCoordP3ui(const Context *context, 367 angle::EntryPoint entryPoint, 368 GLenum texture, 369 GLenum type, 370 GLuint coords) 371 { 372 return true; 373 } 374 375 bool ValidateMultiTexCoordP3uiv(const Context *context, 376 angle::EntryPoint entryPoint, 377 GLenum texture, 378 GLenum type, 379 const GLuint *coords) 380 { 381 return true; 382 } 383 384 bool ValidateMultiTexCoordP4ui(const Context *context, 385 angle::EntryPoint entryPoint, 386 GLenum texture, 387 GLenum type, 388 GLuint coords) 389 { 390 return true; 391 } 392 393 bool ValidateMultiTexCoordP4uiv(const Context *context, 394 angle::EntryPoint entryPoint, 395 GLenum texture, 396 GLenum type, 397 const GLuint *coords) 398 { 399 return true; 400 } 401 402 bool ValidateNormalP3ui(const Context *context, 403 angle::EntryPoint entryPoint, 404 GLenum type, 405 GLuint coords) 406 { 407 return true; 408 } 409 410 bool ValidateNormalP3uiv(const Context *context, 411 angle::EntryPoint entryPoint, 412 GLenum type, 413 const GLuint *coords) 414 { 415 return true; 416 } 417 418 bool ValidateQueryCounter(const Context *context, 419 angle::EntryPoint entryPoint, 420 QueryID id, 421 QueryType targetPacked) 422 { 423 return true; 424 } 425 426 bool ValidateSecondaryColorP3ui(const Context *context, 427 angle::EntryPoint entryPoint, 428 GLenum type, 429 GLuint color) 430 { 431 return true; 432 } 433 434 bool ValidateSecondaryColorP3uiv(const Context *context, 435 angle::EntryPoint entryPoint, 436 GLenum type, 437 const GLuint *color) 438 { 439 return true; 440 } 441 442 bool ValidateTexCoordP1ui(const Context *context, 443 angle::EntryPoint entryPoint, 444 GLenum type, 445 GLuint coords) 446 { 447 return true; 448 } 449 450 bool ValidateTexCoordP1uiv(const Context *context, 451 angle::EntryPoint entryPoint, 452 GLenum type, 453 const GLuint *coords) 454 { 455 return true; 456 } 457 458 bool ValidateTexCoordP2ui(const Context *context, 459 angle::EntryPoint entryPoint, 460 GLenum type, 461 GLuint coords) 462 { 463 return true; 464 } 465 466 bool ValidateTexCoordP2uiv(const Context *context, 467 angle::EntryPoint entryPoint, 468 GLenum type, 469 const GLuint *coords) 470 { 471 return true; 472 } 473 474 bool ValidateTexCoordP3ui(const Context *context, 475 angle::EntryPoint entryPoint, 476 GLenum type, 477 GLuint coords) 478 { 479 return true; 480 } 481 482 bool ValidateTexCoordP3uiv(const Context *context, 483 angle::EntryPoint entryPoint, 484 GLenum type, 485 const GLuint *coords) 486 { 487 return true; 488 } 489 490 bool ValidateTexCoordP4ui(const Context *context, 491 angle::EntryPoint entryPoint, 492 GLenum type, 493 GLuint coords) 494 { 495 return true; 496 } 497 498 bool ValidateTexCoordP4uiv(const Context *context, 499 angle::EntryPoint entryPoint, 500 GLenum type, 501 const GLuint *coords) 502 { 503 return true; 504 } 505 506 bool ValidateVertexAttribP1ui(const Context *context, 507 angle::EntryPoint entryPoint, 508 GLuint index, 509 GLenum type, 510 GLboolean normalized, 511 GLuint value) 512 { 513 return true; 514 } 515 516 bool ValidateVertexAttribP1uiv(const Context *context, 517 angle::EntryPoint entryPoint, 518 GLuint index, 519 GLenum type, 520 GLboolean normalized, 521 const GLuint *value) 522 { 523 return true; 524 } 525 526 bool ValidateVertexAttribP2ui(const Context *context, 527 angle::EntryPoint entryPoint, 528 GLuint index, 529 GLenum type, 530 GLboolean normalized, 531 GLuint value) 532 { 533 return true; 534 } 535 536 bool ValidateVertexAttribP2uiv(const Context *context, 537 angle::EntryPoint entryPoint, 538 GLuint index, 539 GLenum type, 540 GLboolean normalized, 541 const GLuint *value) 542 { 543 return true; 544 } 545 546 bool ValidateVertexAttribP3ui(const Context *context, 547 angle::EntryPoint entryPoint, 548 GLuint index, 549 GLenum type, 550 GLboolean normalized, 551 GLuint value) 552 { 553 return true; 554 } 555 556 bool ValidateVertexAttribP3uiv(const Context *context, 557 angle::EntryPoint entryPoint, 558 GLuint index, 559 GLenum type, 560 GLboolean normalized, 561 const GLuint *value) 562 { 563 return true; 564 } 565 566 bool ValidateVertexAttribP4ui(const Context *context, 567 angle::EntryPoint entryPoint, 568 GLuint index, 569 GLenum type, 570 GLboolean normalized, 571 GLuint value) 572 { 573 return true; 574 } 575 576 bool ValidateVertexAttribP4uiv(const Context *context, 577 angle::EntryPoint entryPoint, 578 GLuint index, 579 GLenum type, 580 GLboolean normalized, 581 const GLuint *value) 582 { 583 return true; 584 } 585 586 bool ValidateVertexP2ui(const Context *context, 587 angle::EntryPoint entryPoint, 588 GLenum type, 589 GLuint value) 590 { 591 return true; 592 } 593 594 bool ValidateVertexP2uiv(const Context *context, 595 angle::EntryPoint entryPoint, 596 GLenum type, 597 const GLuint *value) 598 { 599 return true; 600 } 601 602 bool ValidateVertexP3ui(const Context *context, 603 angle::EntryPoint entryPoint, 604 GLenum type, 605 GLuint value) 606 { 607 return true; 608 } 609 610 bool ValidateVertexP3uiv(const Context *context, 611 angle::EntryPoint entryPoint, 612 GLenum type, 613 const GLuint *value) 614 { 615 return true; 616 } 617 618 bool ValidateVertexP4ui(const Context *context, 619 angle::EntryPoint entryPoint, 620 GLenum type, 621 GLuint value) 622 { 623 return true; 624 } 625 626 bool ValidateVertexP4uiv(const Context *context, 627 angle::EntryPoint entryPoint, 628 GLenum type, 629 const GLuint *value) 630 { 631 return true; 632 } 633 634 } // namespace gl