| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.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(const Context *context, |
| GLuint first, |
| GLsizei count, |
| const GLdouble *v); |
| bool ValidateDepthRangeIndexed(const Context *context, GLuint index, GLdouble n, GLdouble f); |
| bool ValidateGetDoublei_v(const Context *context, |
| GLenum target, |
| GLuint index, |
| const GLdouble *data); |
| bool ValidateGetFloati_v(const Context *context, GLenum target, GLuint index, const GLfloat *data); |
| bool ValidateGetVertexAttribLdv(const Context *context, |
| GLuint index, |
| GLenum pname, |
| const GLdouble *params); |
| bool ValidateProgramUniform1d(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLdouble v0); |
| bool ValidateProgramUniform1dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| const GLdouble *value); |
| bool ValidateProgramUniform2d(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLdouble v0, |
| GLdouble v1); |
| bool ValidateProgramUniform2dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| const GLdouble *value); |
| bool ValidateProgramUniform3d(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLdouble v0, |
| GLdouble v1, |
| GLdouble v2); |
| bool ValidateProgramUniform3dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| const GLdouble *value); |
| bool ValidateProgramUniform4d(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLdouble v0, |
| GLdouble v1, |
| GLdouble v2, |
| GLdouble v3); |
| bool ValidateProgramUniform4dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix2dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix2x3dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix2x4dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix3dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix3x2dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix3x4dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix4dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix4x2dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateProgramUniformMatrix4x3dv(const Context *context, |
| ShaderProgramID programPacked, |
| UniformLocation locationPacked, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateScissorArrayv(const Context *context, GLuint first, GLsizei count, const GLint *v); |
| bool ValidateScissorIndexed(const Context *context, |
| GLuint index, |
| GLint left, |
| GLint bottom, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateScissorIndexedv(const Context *context, GLuint index, const GLint *v); |
| bool ValidateVertexAttribL1d(const Context *context, GLuint index, GLdouble x); |
| bool ValidateVertexAttribL1dv(const Context *context, GLuint index, const GLdouble *v); |
| bool ValidateVertexAttribL2d(const Context *context, GLuint index, GLdouble x, GLdouble y); |
| bool ValidateVertexAttribL2dv(const Context *context, GLuint index, const GLdouble *v); |
| bool ValidateVertexAttribL3d(const Context *context, |
| GLuint index, |
| GLdouble x, |
| GLdouble y, |
| GLdouble z); |
| bool ValidateVertexAttribL3dv(const Context *context, GLuint index, const GLdouble *v); |
| bool ValidateVertexAttribL4d(const Context *context, |
| GLuint index, |
| GLdouble x, |
| GLdouble y, |
| GLdouble z, |
| GLdouble w); |
| bool ValidateVertexAttribL4dv(const Context *context, GLuint index, const GLdouble *v); |
| bool ValidateVertexAttribLPointer(const Context *context, |
| GLuint index, |
| GLint size, |
| GLenum type, |
| GLsizei stride, |
| const void *pointer); |
| bool ValidateViewportArrayv(const Context *context, GLuint first, GLsizei count, const GLfloat *v); |
| bool ValidateViewportIndexedf(const Context *context, |
| GLuint index, |
| GLfloat x, |
| GLfloat y, |
| GLfloat w, |
| GLfloat h); |
| bool ValidateViewportIndexedfv(const Context *context, GLuint index, const GLfloat *v); |
| } // namespace gl |
| |
| #endif // LIBANGLE_VALIDATION_GL41_AUTOGEN_H_ |