| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml. |
| // |
| // 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. |
| // |
| // validationES3_autogen.h: |
| // Validation functions for the OpenGL ES 3.0 entry points. |
| |
| #ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ |
| #define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ |
| |
| #include "common/PackedEnums.h" |
| |
| namespace gl |
| { |
| class Context; |
| |
| bool ValidateBeginQuery(Context *context, QueryType targetPacked, QueryID idPacked); |
| bool ValidateBeginTransformFeedback(Context *context, PrimitiveMode primitiveModePacked); |
| bool ValidateBindBufferBase(Context *context, |
| BufferBinding targetPacked, |
| GLuint index, |
| BufferID bufferPacked); |
| bool ValidateBindBufferRange(Context *context, |
| BufferBinding targetPacked, |
| GLuint index, |
| BufferID bufferPacked, |
| GLintptr offset, |
| GLsizeiptr size); |
| bool ValidateBindSampler(Context *context, GLuint unit, SamplerID samplerPacked); |
| bool ValidateBindTransformFeedback(Context *context, GLenum target, TransformFeedbackID idPacked); |
| bool ValidateBindVertexArray(Context *context, VertexArrayID arrayPacked); |
| bool ValidateBlitFramebuffer(Context *context, |
| GLint srcX0, |
| GLint srcY0, |
| GLint srcX1, |
| GLint srcY1, |
| GLint dstX0, |
| GLint dstY0, |
| GLint dstX1, |
| GLint dstY1, |
| GLbitfield mask, |
| GLenum filter); |
| bool ValidateClearBufferfi(Context *context, |
| GLenum buffer, |
| GLint drawbuffer, |
| GLfloat depth, |
| GLint stencil); |
| bool ValidateClearBufferfv(Context *context, GLenum buffer, GLint drawbuffer, const GLfloat *value); |
| bool ValidateClearBufferiv(Context *context, GLenum buffer, GLint drawbuffer, const GLint *value); |
| bool ValidateClearBufferuiv(Context *context, GLenum buffer, GLint drawbuffer, const GLuint *value); |
| bool ValidateClientWaitSync(Context *context, GLsync sync, GLbitfield flags, GLuint64 timeout); |
| bool ValidateCompressedTexImage3D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLint border, |
| GLsizei imageSize, |
| const void *data); |
| bool ValidateCompressedTexSubImage3D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLenum format, |
| GLsizei imageSize, |
| const void *data); |
| bool ValidateCopyBufferSubData(Context *context, |
| BufferBinding readTargetPacked, |
| BufferBinding writeTargetPacked, |
| GLintptr readOffset, |
| GLintptr writeOffset, |
| GLsizeiptr size); |
| bool ValidateCopyTexSubImage3D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateDeleteQueries(Context *context, GLsizei n, const QueryID *idsPacked); |
| bool ValidateDeleteSamplers(Context *context, GLsizei count, const SamplerID *samplersPacked); |
| bool ValidateDeleteSync(Context *context, GLsync sync); |
| bool ValidateDeleteTransformFeedbacks(Context *context, |
| GLsizei n, |
| const TransformFeedbackID *idsPacked); |
| bool ValidateDeleteVertexArrays(Context *context, GLsizei n, const VertexArrayID *arraysPacked); |
| bool ValidateDrawArraysInstanced(Context *context, |
| PrimitiveMode modePacked, |
| GLint first, |
| GLsizei count, |
| GLsizei instancecount); |
| bool ValidateDrawBuffers(Context *context, GLsizei n, const GLenum *bufs); |
| bool ValidateDrawElementsInstanced(Context *context, |
| PrimitiveMode modePacked, |
| GLsizei count, |
| DrawElementsType typePacked, |
| const void *indices, |
| GLsizei instancecount); |
| bool ValidateDrawRangeElements(Context *context, |
| PrimitiveMode modePacked, |
| GLuint start, |
| GLuint end, |
| GLsizei count, |
| DrawElementsType typePacked, |
| const void *indices); |
| bool ValidateEndQuery(Context *context, QueryType targetPacked); |
| bool ValidateEndTransformFeedback(Context *context); |
| bool ValidateFenceSync(Context *context, GLenum condition, GLbitfield flags); |
| bool ValidateFlushMappedBufferRange(Context *context, |
| BufferBinding targetPacked, |
| GLintptr offset, |
| GLsizeiptr length); |
| bool ValidateFramebufferTextureLayer(Context *context, |
| GLenum target, |
| GLenum attachment, |
| TextureID texturePacked, |
| GLint level, |
| GLint layer); |
| bool ValidateGenQueries(Context *context, GLsizei n, QueryID *idsPacked); |
| bool ValidateGenSamplers(Context *context, GLsizei count, SamplerID *samplersPacked); |
| bool ValidateGenTransformFeedbacks(Context *context, GLsizei n, TransformFeedbackID *idsPacked); |
| bool ValidateGenVertexArrays(Context *context, GLsizei n, VertexArrayID *arraysPacked); |
| bool ValidateGetActiveUniformBlockName(Context *context, |
| ShaderProgramID programPacked, |
| GLuint uniformBlockIndex, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *uniformBlockName); |
| bool ValidateGetActiveUniformBlockiv(Context *context, |
| ShaderProgramID programPacked, |
| GLuint uniformBlockIndex, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetActiveUniformsiv(Context *context, |
| ShaderProgramID programPacked, |
| GLsizei uniformCount, |
| const GLuint *uniformIndices, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetBufferParameteri64v(Context *context, |
| BufferBinding targetPacked, |
| GLenum pname, |
| GLint64 *params); |
| bool ValidateGetBufferPointerv(Context *context, |
| BufferBinding targetPacked, |
| GLenum pname, |
| void **params); |
| bool ValidateGetFragDataLocation(Context *context, |
| ShaderProgramID programPacked, |
| const GLchar *name); |
| bool ValidateGetInteger64i_v(Context *context, GLenum target, GLuint index, GLint64 *data); |
| bool ValidateGetInteger64v(Context *context, GLenum pname, GLint64 *data); |
| bool ValidateGetIntegeri_v(Context *context, GLenum target, GLuint index, GLint *data); |
| bool ValidateGetInternalformativ(Context *context, |
| GLenum target, |
| GLenum internalformat, |
| GLenum pname, |
| GLsizei bufSize, |
| GLint *params); |
| bool ValidateGetProgramBinary(Context *context, |
| ShaderProgramID programPacked, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLenum *binaryFormat, |
| void *binary); |
| bool ValidateGetQueryObjectuiv(Context *context, QueryID idPacked, GLenum pname, GLuint *params); |
| bool ValidateGetQueryiv(Context *context, QueryType targetPacked, GLenum pname, GLint *params); |
| bool ValidateGetSamplerParameterfv(Context *context, |
| SamplerID samplerPacked, |
| GLenum pname, |
| GLfloat *params); |
| bool ValidateGetSamplerParameteriv(Context *context, |
| SamplerID samplerPacked, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetStringi(Context *context, GLenum name, GLuint index); |
| bool ValidateGetSynciv(Context *context, |
| GLsync sync, |
| GLenum pname, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *values); |
| bool ValidateGetTransformFeedbackVarying(Context *context, |
| ShaderProgramID programPacked, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLsizei *size, |
| GLenum *type, |
| GLchar *name); |
| bool ValidateGetUniformBlockIndex(Context *context, |
| ShaderProgramID programPacked, |
| const GLchar *uniformBlockName); |
| bool ValidateGetUniformIndices(Context *context, |
| ShaderProgramID programPacked, |
| GLsizei uniformCount, |
| const GLchar *const *uniformNames, |
| GLuint *uniformIndices); |
| bool ValidateGetUniformuiv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLuint *params); |
| bool ValidateGetVertexAttribIiv(Context *context, GLuint index, GLenum pname, GLint *params); |
| bool ValidateGetVertexAttribIuiv(Context *context, GLuint index, GLenum pname, GLuint *params); |
| bool ValidateInvalidateFramebuffer(Context *context, |
| GLenum target, |
| GLsizei numAttachments, |
| const GLenum *attachments); |
| bool ValidateInvalidateSubFramebuffer(Context *context, |
| GLenum target, |
| GLsizei numAttachments, |
| const GLenum *attachments, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateIsQuery(Context *context, QueryID idPacked); |
| bool ValidateIsSampler(Context *context, SamplerID samplerPacked); |
| bool ValidateIsSync(Context *context, GLsync sync); |
| bool ValidateIsTransformFeedback(Context *context, TransformFeedbackID idPacked); |
| bool ValidateIsVertexArray(Context *context, VertexArrayID arrayPacked); |
| bool ValidateMapBufferRange(Context *context, |
| BufferBinding targetPacked, |
| GLintptr offset, |
| GLsizeiptr length, |
| GLbitfield access); |
| bool ValidatePauseTransformFeedback(Context *context); |
| bool ValidateProgramBinary(Context *context, |
| ShaderProgramID programPacked, |
| GLenum binaryFormat, |
| const void *binary, |
| GLsizei length); |
| bool ValidateProgramParameteri(Context *context, |
| ShaderProgramID programPacked, |
| GLenum pname, |
| GLint value); |
| bool ValidateReadBuffer(Context *context, GLenum src); |
| bool ValidateRenderbufferStorageMultisample(Context *context, |
| GLenum target, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateResumeTransformFeedback(Context *context); |
| bool ValidateSamplerParameterf(Context *context, |
| SamplerID samplerPacked, |
| GLenum pname, |
| GLfloat param); |
| bool ValidateSamplerParameterfv(Context *context, |
| SamplerID samplerPacked, |
| GLenum pname, |
| const GLfloat *param); |
| bool ValidateSamplerParameteri(Context *context, |
| SamplerID samplerPacked, |
| GLenum pname, |
| GLint param); |
| bool ValidateSamplerParameteriv(Context *context, |
| SamplerID samplerPacked, |
| GLenum pname, |
| const GLint *param); |
| bool ValidateTexImage3D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLint border, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| bool ValidateTexStorage2D(Context *context, |
| TextureType targetPacked, |
| GLsizei levels, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateTexStorage3D(Context *context, |
| TextureType targetPacked, |
| GLsizei levels, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth); |
| bool ValidateTexSubImage3D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint zoffset, |
| GLsizei width, |
| GLsizei height, |
| GLsizei depth, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| bool ValidateTransformFeedbackVaryings(Context *context, |
| ShaderProgramID programPacked, |
| GLsizei count, |
| const GLchar *const *varyings, |
| GLenum bufferMode); |
| bool ValidateUniform1ui(Context *context, GLint location, GLuint v0); |
| bool ValidateUniform1uiv(Context *context, GLint location, GLsizei count, const GLuint *value); |
| bool ValidateUniform2ui(Context *context, GLint location, GLuint v0, GLuint v1); |
| bool ValidateUniform2uiv(Context *context, GLint location, GLsizei count, const GLuint *value); |
| bool ValidateUniform3ui(Context *context, GLint location, GLuint v0, GLuint v1, GLuint v2); |
| bool ValidateUniform3uiv(Context *context, GLint location, GLsizei count, const GLuint *value); |
| bool ValidateUniform4ui(Context *context, |
| GLint location, |
| GLuint v0, |
| GLuint v1, |
| GLuint v2, |
| GLuint v3); |
| bool ValidateUniform4uiv(Context *context, GLint location, GLsizei count, const GLuint *value); |
| bool ValidateUniformBlockBinding(Context *context, |
| ShaderProgramID programPacked, |
| GLuint uniformBlockIndex, |
| GLuint uniformBlockBinding); |
| bool ValidateUniformMatrix2x3fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix2x4fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix3x2fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix3x4fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix4x2fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix4x3fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUnmapBuffer(Context *context, BufferBinding targetPacked); |
| bool ValidateVertexAttribDivisor(Context *context, GLuint index, GLuint divisor); |
| bool ValidateVertexAttribI4i(Context *context, GLuint index, GLint x, GLint y, GLint z, GLint w); |
| bool ValidateVertexAttribI4iv(Context *context, GLuint index, const GLint *v); |
| bool ValidateVertexAttribI4ui(Context *context, |
| GLuint index, |
| GLuint x, |
| GLuint y, |
| GLuint z, |
| GLuint w); |
| bool ValidateVertexAttribI4uiv(Context *context, GLuint index, const GLuint *v); |
| bool ValidateVertexAttribIPointer(Context *context, |
| GLuint index, |
| GLint size, |
| VertexAttribType typePacked, |
| GLsizei stride, |
| const void *pointer); |
| bool ValidateWaitSync(Context *context, GLsync sync, GLbitfield flags, GLuint64 timeout); |
| } // namespace gl |
| |
| #endif // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ |