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// 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_