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// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.xml and wgl.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.
//
// validationGL33_autogen.h:
// Validation functions for the OpenGL 3.3 entry points.
#ifndef LIBANGLE_VALIDATION_GL33_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL33_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateBindFragDataLocationIndexed(Context *context,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name);
bool ValidateColorP3ui(Context *context, GLenum type, GLuint color);
bool ValidateColorP3uiv(Context *context, GLenum type, const GLuint *color);
bool ValidateColorP4ui(Context *context, GLenum type, GLuint color);
bool ValidateColorP4uiv(Context *context, GLenum type, const GLuint *color);
bool ValidateGetFragDataIndex(Context *context, ShaderProgramID programPacked, const GLchar *name);
bool ValidateGetQueryObjecti64v(Context *context, QueryID idPacked, GLenum pname, GLint64 *params);
bool ValidateGetQueryObjectui64v(Context *context,
QueryID idPacked,
GLenum pname,
GLuint64 *params);
bool ValidateMultiTexCoordP1ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP1uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP2ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP2uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP3ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP3uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateMultiTexCoordP4ui(Context *context, GLenum texture, GLenum type, GLuint coords);
bool ValidateMultiTexCoordP4uiv(Context *context,
GLenum texture,
GLenum type,
const GLuint *coords);
bool ValidateNormalP3ui(Context *context, GLenum type, GLuint coords);
bool ValidateNormalP3uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateQueryCounter(Context *context, QueryID idPacked, QueryType targetPacked);
bool ValidateSecondaryColorP3ui(Context *context, GLenum type, GLuint color);
bool ValidateSecondaryColorP3uiv(Context *context, GLenum type, const GLuint *color);
bool ValidateTexCoordP1ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP1uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP2ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP2uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP3ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP3uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateTexCoordP4ui(Context *context, GLenum type, GLuint coords);
bool ValidateTexCoordP4uiv(Context *context, GLenum type, const GLuint *coords);
bool ValidateVertexAttribP1ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP1uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP2ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP2uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP3ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP3uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexAttribP4ui(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
GLuint value);
bool ValidateVertexAttribP4uiv(Context *context,
GLuint index,
GLenum type,
GLboolean normalized,
const GLuint *value);
bool ValidateVertexP2ui(Context *context, GLenum type, GLuint value);
bool ValidateVertexP2uiv(Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP3ui(Context *context, GLenum type, GLuint value);
bool ValidateVertexP3uiv(Context *context, GLenum type, const GLuint *value);
bool ValidateVertexP4ui(Context *context, GLenum type, GLuint value);
bool ValidateVertexP4uiv(Context *context, GLenum type, const GLuint *value);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL33_AUTOGEN_H_