| // 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. |
| // |
| // validationGL4_autogen.h: |
| // Validation functions for the OpenGL 4.0 entry points. |
| |
| #ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ |
| #define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ |
| |
| #include "common/PackedEnums.h" |
| |
| namespace gl |
| { |
| class Context; |
| |
| bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, QueryID idPacked); |
| bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha); |
| bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode); |
| bool ValidateBlendFuncSeparatei(Context *context, |
| GLuint buf, |
| GLenum srcRGB, |
| GLenum dstRGB, |
| GLenum srcAlpha, |
| GLenum dstAlpha); |
| bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst); |
| bool ValidateDrawTransformFeedback(Context *context, GLenum mode, TransformFeedbackID idPacked); |
| bool ValidateDrawTransformFeedbackStream(Context *context, |
| GLenum mode, |
| TransformFeedbackID idPacked, |
| GLuint stream); |
| bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index); |
| bool ValidateGetActiveSubroutineName(Context *context, |
| ShaderProgramID programPacked, |
| GLenum shadertype, |
| GLuint index, |
| GLsizei bufsize, |
| GLsizei *length, |
| GLchar *name); |
| bool ValidateGetActiveSubroutineUniformName(Context *context, |
| ShaderProgramID programPacked, |
| GLenum shadertype, |
| GLuint index, |
| GLsizei bufsize, |
| GLsizei *length, |
| GLchar *name); |
| bool ValidateGetActiveSubroutineUniformiv(Context *context, |
| ShaderProgramID programPacked, |
| GLenum shadertype, |
| GLuint index, |
| GLenum pname, |
| GLint *values); |
| bool ValidateGetProgramStageiv(Context *context, |
| ShaderProgramID programPacked, |
| GLenum shadertype, |
| GLenum pname, |
| GLint *values); |
| bool ValidateGetQueryIndexediv(Context *context, |
| GLenum target, |
| GLuint index, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetSubroutineIndex(Context *context, |
| ShaderProgramID programPacked, |
| GLenum shadertype, |
| const GLchar *name); |
| bool ValidateGetSubroutineUniformLocation(Context *context, |
| ShaderProgramID programPacked, |
| GLenum shadertype, |
| const GLchar *name); |
| bool ValidateGetUniformSubroutineuiv(Context *context, |
| GLenum shadertype, |
| GLint location, |
| GLuint *params); |
| bool ValidateGetUniformdv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLdouble *params); |
| bool ValidateMinSampleShading(Context *context, GLfloat value); |
| bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values); |
| bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value); |
| bool ValidateUniform1d(Context *context, GLint location, GLdouble x); |
| bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value); |
| bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y); |
| bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value); |
| bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z); |
| bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value); |
| bool ValidateUniform4d(Context *context, |
| GLint location, |
| GLdouble x, |
| GLdouble y, |
| GLdouble z, |
| GLdouble w); |
| bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value); |
| bool ValidateUniformMatrix2dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix2x3dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix2x4dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix3dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix3x2dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix3x4dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix4dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix4x2dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformMatrix4x3dv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLdouble *value); |
| bool ValidateUniformSubroutinesuiv(Context *context, |
| GLenum shadertype, |
| GLsizei count, |
| const GLuint *indices); |
| } // namespace gl |
| |
| #endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ |