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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.xml.
//
// Copyright 2020 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.
//
// validationGL41_autogen.h:
// Validation functions for the OpenGL 4.1 entry points.
#ifndef LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL41_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateDepthRangeArrayv(Context *context, GLuint first, GLsizei count, const GLdouble *v);
bool ValidateDepthRangeIndexed(Context *context, GLuint index, GLdouble n, GLdouble f);
bool ValidateGetDoublei_v(Context *context, GLenum target, GLuint index, GLdouble *data);
bool ValidateGetFloati_v(Context *context, GLenum target, GLuint index, GLfloat *data);
bool ValidateGetVertexAttribLdv(Context *context, GLuint index, GLenum pname, GLdouble *params);
bool ValidateProgramUniform1d(Context *context,
ShaderProgramID programPacked,
GLint location,
GLdouble v0);
bool ValidateProgramUniform1dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform2d(Context *context,
ShaderProgramID programPacked,
GLint location,
GLdouble v0,
GLdouble v1);
bool ValidateProgramUniform2dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform3d(Context *context,
ShaderProgramID programPacked,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2);
bool ValidateProgramUniform3dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniform4d(Context *context,
ShaderProgramID programPacked,
GLint location,
GLdouble v0,
GLdouble v1,
GLdouble v2,
GLdouble v3);
bool ValidateProgramUniform4dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
const GLdouble *value);
bool ValidateProgramUniformMatrix2dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix2x3dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix2x4dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3x2dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix3x4dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4x2dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateProgramUniformMatrix4x3dv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei count,
GLboolean transpose,
const GLdouble *value);
bool ValidateScissorArrayv(Context *context, GLuint first, GLsizei count, const GLint *v);
bool ValidateScissorIndexed(Context *context,
GLuint index,
GLint left,
GLint bottom,
GLsizei width,
GLsizei height);
bool ValidateScissorIndexedv(Context *context, GLuint index, const GLint *v);
bool ValidateVertexAttribL1d(Context *context, GLuint index, GLdouble x);
bool ValidateVertexAttribL1dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribL2d(Context *context, GLuint index, GLdouble x, GLdouble y);
bool ValidateVertexAttribL2dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribL3d(Context *context, GLuint index, GLdouble x, GLdouble y, GLdouble z);
bool ValidateVertexAttribL3dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribL4d(Context *context,
GLuint index,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateVertexAttribL4dv(Context *context, GLuint index, const GLdouble *v);
bool ValidateVertexAttribLPointer(Context *context,
GLuint index,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateViewportArrayv(Context *context, GLuint first, GLsizei count, const GLfloat *v);
bool ValidateViewportIndexedf(Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat w,
GLfloat h);
bool ValidateViewportIndexedfv(Context *context, GLuint index, const GLfloat *v);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL41_AUTOGEN_H_