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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.
//
// validationES2_autogen.h:
// Validation functions for the OpenGL ES 2.0 entry points.
#ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
#define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
bool ValidateActiveTexture(Context *context, GLenum texture);
bool ValidateAttachShader(Context *context,
ShaderProgramID programPacked,
ShaderProgramID shaderPacked);
bool ValidateBindAttribLocation(Context *context,
ShaderProgramID programPacked,
GLuint index,
const GLchar *name);
bool ValidateBindBuffer(Context *context, BufferBinding targetPacked, BufferID bufferPacked);
bool ValidateBindFramebuffer(Context *context, GLenum target, FramebufferID framebufferPacked);
bool ValidateBindRenderbuffer(Context *context, GLenum target, RenderbufferID renderbufferPacked);
bool ValidateBindTexture(Context *context, TextureType targetPacked, TextureID texturePacked);
bool ValidateBlendColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
bool ValidateBlendEquation(Context *context, GLenum mode);
bool ValidateBlendEquationSeparate(Context *context, GLenum modeRGB, GLenum modeAlpha);
bool ValidateBlendFunc(Context *context, GLenum sfactor, GLenum dfactor);
bool ValidateBlendFuncSeparate(Context *context,
GLenum sfactorRGB,
GLenum dfactorRGB,
GLenum sfactorAlpha,
GLenum dfactorAlpha);
bool ValidateBufferData(Context *context,
BufferBinding targetPacked,
GLsizeiptr size,
const void *data,
BufferUsage usagePacked);
bool ValidateBufferSubData(Context *context,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateCheckFramebufferStatus(Context *context, GLenum target);
bool ValidateClear(Context *context, GLbitfield mask);
bool ValidateClearColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
bool ValidateClearDepthf(Context *context, GLfloat d);
bool ValidateClearStencil(Context *context, GLint s);
bool ValidateColorMask(Context *context,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
bool ValidateCompileShader(Context *context, ShaderProgramID shaderPacked);
bool ValidateCompressedTexImage2D(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTexSubImage2D(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCopyTexImage2D(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
bool ValidateCopyTexSubImage2D(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateCreateProgram(Context *context);
bool ValidateCreateShader(Context *context, ShaderType typePacked);
bool ValidateCullFace(Context *context, CullFaceMode modePacked);
bool ValidateDeleteBuffers(Context *context, GLsizei n, const BufferID *buffersPacked);
bool ValidateDeleteFramebuffers(Context *context,
GLsizei n,
const FramebufferID *framebuffersPacked);
bool ValidateDeleteProgram(Context *context, ShaderProgramID programPacked);
bool ValidateDeleteRenderbuffers(Context *context,
GLsizei n,
const RenderbufferID *renderbuffersPacked);
bool ValidateDeleteShader(Context *context, ShaderProgramID shaderPacked);
bool ValidateDeleteTextures(Context *context, GLsizei n, const TextureID *texturesPacked);
bool ValidateDepthFunc(Context *context, GLenum func);
bool ValidateDepthMask(Context *context, GLboolean flag);
bool ValidateDepthRangef(Context *context, GLfloat n, GLfloat f);
bool ValidateDetachShader(Context *context,
ShaderProgramID programPacked,
ShaderProgramID shaderPacked);
bool ValidateDisable(Context *context, GLenum cap);
bool ValidateDisableVertexAttribArray(Context *context, GLuint index);
bool ValidateDrawArrays(Context *context, PrimitiveMode modePacked, GLint first, GLsizei count);
bool ValidateDrawElements(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices);
bool ValidateEnable(Context *context, GLenum cap);
bool ValidateEnableVertexAttribArray(Context *context, GLuint index);
bool ValidateFinish(Context *context);
bool ValidateFlush(Context *context);
bool ValidateFramebufferRenderbuffer(Context *context,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked);
bool ValidateFramebufferTexture2D(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
bool ValidateFrontFace(Context *context, GLenum mode);
bool ValidateGenBuffers(Context *context, GLsizei n, BufferID *buffersPacked);
bool ValidateGenFramebuffers(Context *context, GLsizei n, FramebufferID *framebuffersPacked);
bool ValidateGenRenderbuffers(Context *context, GLsizei n, RenderbufferID *renderbuffersPacked);
bool ValidateGenTextures(Context *context, GLsizei n, TextureID *texturesPacked);
bool ValidateGenerateMipmap(Context *context, TextureType targetPacked);
bool ValidateGetActiveAttrib(Context *context,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
bool ValidateGetActiveUniform(Context *context,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
bool ValidateGetAttachedShaders(Context *context,
ShaderProgramID programPacked,
GLsizei maxCount,
GLsizei *count,
ShaderProgramID *shadersPacked);
bool ValidateGetAttribLocation(Context *context, ShaderProgramID programPacked, const GLchar *name);
bool ValidateGetBooleanv(Context *context, GLenum pname, GLboolean *data);
bool ValidateGetBufferParameteriv(Context *context,
BufferBinding targetPacked,
GLenum pname,
GLint *params);
bool ValidateGetError(Context *context);
bool ValidateGetFloatv(Context *context, GLenum pname, GLfloat *data);
bool ValidateGetFramebufferAttachmentParameteriv(Context *context,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
bool ValidateGetIntegerv(Context *context, GLenum pname, GLint *data);
bool ValidateGetProgramInfoLog(Context *context,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
bool ValidateGetProgramiv(Context *context,
ShaderProgramID programPacked,
GLenum pname,
GLint *params);
bool ValidateGetRenderbufferParameteriv(Context *context,
GLenum target,
GLenum pname,
GLint *params);
bool ValidateGetShaderInfoLog(Context *context,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
bool ValidateGetShaderPrecisionFormat(Context *context,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
bool ValidateGetShaderSource(Context *context,
ShaderProgramID shaderPacked,
GLsizei bufSize,
GLsizei *length,
GLchar *source);
bool ValidateGetShaderiv(Context *context,
ShaderProgramID shaderPacked,
GLenum pname,
GLint *params);
bool ValidateGetString(Context *context, GLenum name);
bool ValidateGetTexParameterfv(Context *context,
TextureType targetPacked,
GLenum pname,
GLfloat *params);
bool ValidateGetTexParameteriv(Context *context,
TextureType targetPacked,
GLenum pname,
GLint *params);
bool ValidateGetUniformLocation(Context *context,
ShaderProgramID programPacked,
const GLchar *name);
bool ValidateGetUniformfv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLfloat *params);
bool ValidateGetUniformiv(Context *context,
ShaderProgramID programPacked,
GLint location,
GLint *params);
bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer);
bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params);
bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params);
bool ValidateHint(Context *context, GLenum target, GLenum mode);
bool ValidateIsBuffer(Context *context, BufferID bufferPacked);
bool ValidateIsEnabled(Context *context, GLenum cap);
bool ValidateIsFramebuffer(Context *context, FramebufferID framebufferPacked);
bool ValidateIsProgram(Context *context, ShaderProgramID programPacked);
bool ValidateIsRenderbuffer(Context *context, RenderbufferID renderbufferPacked);
bool ValidateIsShader(Context *context, ShaderProgramID shaderPacked);
bool ValidateIsTexture(Context *context, TextureID texturePacked);
bool ValidateLineWidth(Context *context, GLfloat width);
bool ValidateLinkProgram(Context *context, ShaderProgramID programPacked);
bool ValidatePixelStorei(Context *context, GLenum pname, GLint param);
bool ValidatePolygonOffset(Context *context, GLfloat factor, GLfloat units);
bool ValidateReadPixels(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels);
bool ValidateReleaseShaderCompiler(Context *context);
bool ValidateRenderbufferStorage(Context *context,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateSampleCoverage(Context *context, GLfloat value, GLboolean invert);
bool ValidateScissor(Context *context, GLint x, GLint y, GLsizei width, GLsizei height);
bool ValidateShaderBinary(Context *context,
GLsizei count,
const ShaderProgramID *shadersPacked,
GLenum binaryformat,
const void *binary,
GLsizei length);
bool ValidateShaderSource(Context *context,
ShaderProgramID shaderPacked,
GLsizei count,
const GLchar *const *string,
const GLint *length);
bool ValidateStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask);
bool ValidateStencilFuncSeparate(Context *context,
GLenum face,
GLenum func,
GLint ref,
GLuint mask);
bool ValidateStencilMask(Context *context, GLuint mask);
bool ValidateStencilMaskSeparate(Context *context, GLenum face, GLuint mask);
bool ValidateStencilOp(Context *context, GLenum fail, GLenum zfail, GLenum zpass);
bool ValidateStencilOpSeparate(Context *context,
GLenum face,
GLenum sfail,
GLenum dpfail,
GLenum dppass);
bool ValidateTexImage2D(Context *context,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTexParameterf(Context *context, TextureType targetPacked, GLenum pname, GLfloat param);
bool ValidateTexParameterfv(Context *context,
TextureType targetPacked,
GLenum pname,
const GLfloat *params);
bool ValidateTexParameteri(Context *context, TextureType targetPacked, GLenum pname, GLint param);
bool ValidateTexParameteriv(Context *context,
TextureType targetPacked,
GLenum pname,
const GLint *params);
bool ValidateTexSubImage2D(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateUniform1f(Context *context, GLint location, GLfloat v0);
bool ValidateUniform1fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
bool ValidateUniform1i(Context *context, GLint location, GLint v0);
bool ValidateUniform1iv(Context *context, GLint location, GLsizei count, const GLint *value);
bool ValidateUniform2f(Context *context, GLint location, GLfloat v0, GLfloat v1);
bool ValidateUniform2fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
bool ValidateUniform2i(Context *context, GLint location, GLint v0, GLint v1);
bool ValidateUniform2iv(Context *context, GLint location, GLsizei count, const GLint *value);
bool ValidateUniform3f(Context *context, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
bool ValidateUniform3fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
bool ValidateUniform3i(Context *context, GLint location, GLint v0, GLint v1, GLint v2);
bool ValidateUniform3iv(Context *context, GLint location, GLsizei count, const GLint *value);
bool ValidateUniform4f(Context *context,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
bool ValidateUniform4fv(Context *context, GLint location, GLsizei count, const GLfloat *value);
bool ValidateUniform4i(Context *context, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
bool ValidateUniform4iv(Context *context, GLint location, GLsizei count, const GLint *value);
bool ValidateUniformMatrix2fv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix3fv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix4fv(Context *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUseProgram(Context *context, ShaderProgramID programPacked);
bool ValidateValidateProgram(Context *context, ShaderProgramID programPacked);
bool ValidateVertexAttrib1f(Context *context, GLuint index, GLfloat x);
bool ValidateVertexAttrib1fv(Context *context, GLuint index, const GLfloat *v);
bool ValidateVertexAttrib2f(Context *context, GLuint index, GLfloat x, GLfloat y);
bool ValidateVertexAttrib2fv(Context *context, GLuint index, const GLfloat *v);
bool ValidateVertexAttrib3f(Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat z);
bool ValidateVertexAttrib3fv(Context *context, GLuint index, const GLfloat *v);
bool ValidateVertexAttrib4f(Context *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
bool ValidateVertexAttrib4fv(Context *context, GLuint index, const GLfloat *v);
bool ValidateVertexAttribPointer(Context *context,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLboolean normalized,
GLsizei stride,
const void *pointer);
bool ValidateViewport(Context *context, GLint x, GLint y, GLsizei width, GLsizei height);
} // namespace gl
#endif // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_