blob: e6ae180035e78dd00d6cdb32b2b8c3ccc1a57f37 [file] [log] [blame]
//
// Copyright (c) 2013 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.h: Validation functions for OpenGL ES 2.0 entry point parameters
#ifndef LIBANGLE_VALIDATION_ES2_H_
#define LIBANGLE_VALIDATION_ES2_H_
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
namespace gl
{
class Context;
class ValidationContext;
bool ValidateES2TexStorageParameters(Context *context,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateDiscardFramebufferEXT(Context *context,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
bool ValidateDrawBuffersEXT(ValidationContext *context, GLsizei n, const GLenum *bufs);
bool ValidateBindVertexArrayOES(Context *context, GLuint array);
bool ValidateDeleteVertexArraysOES(Context *context, GLsizei n);
bool ValidateGenVertexArraysOES(Context *context, GLsizei n);
bool ValidateIsVertexArrayOES(Context *context);
bool ValidateProgramBinaryOES(Context *context,
GLuint program,
GLenum binaryFormat,
const void *binary,
GLint length);
bool ValidateGetProgramBinaryOES(Context *context,
GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
// GL_KHR_debug
bool ValidateDebugMessageControlKHR(Context *context,
GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
bool ValidateDebugMessageInsertKHR(Context *context,
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
bool ValidateDebugMessageCallbackKHR(Context *context,
GLDEBUGPROCKHR callback,
const void *userParam);
bool ValidateGetDebugMessageLogKHR(Context *context,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
bool ValidatePushDebugGroupKHR(Context *context,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
bool ValidatePopDebugGroupKHR(Context *context);
bool ValidateObjectLabelKHR(Context *context,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
bool ValidateGetObjectLabelKHR(Context *context,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
bool ValidateObjectPtrLabelKHR(Context *context,
const void *ptr,
GLsizei length,
const GLchar *label);
bool ValidateGetObjectPtrLabelKHR(Context *context,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
bool ValidateGetPointervKHR(Context *context, GLenum pname, void **params);
bool ValidateBlitFramebufferANGLE(Context *context,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
bool ValidateClear(ValidationContext *context, GLbitfield mask);
bool ValidateTexImage2D(Context *context,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTexImage2DRobust(Context *context,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateTexSubImage2D(Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTexSubImage2DRobustANGLE(Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateCompressedTexImage2D(Context *context,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTexSubImage2D(Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTexImage2DRobustANGLE(Context *context,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const void *data);
bool ValidateCompressedTexSubImage2DRobustANGLE(Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const void *data);
bool ValidateBindTexture(Context *context, GLenum target, GLuint texture);
bool ValidateGetBufferPointervOES(Context *context, GLenum target, GLenum pname, void **params);
bool ValidateMapBufferOES(Context *context, GLenum target, GLenum access);
bool ValidateUnmapBufferOES(Context *context, GLenum target);
bool ValidateMapBufferRangeEXT(Context *context,
GLenum target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
bool ValidateFlushMappedBufferRangeEXT(Context *context,
GLenum target,
GLintptr offset,
GLsizeiptr length);
bool ValidateBindUniformLocationCHROMIUM(Context *context,
GLuint program,
GLint location,
const GLchar *name);
bool ValidateCoverageModulationCHROMIUM(Context *context, GLenum components);
// CHROMIUM_path_rendering
bool ValidateMatrix(Context *context, GLenum matrixMode, const GLfloat *matrix);
bool ValidateMatrixMode(Context *context, GLenum matrixMode);
bool ValidateGenPaths(Context *context, GLsizei range);
bool ValidateDeletePaths(Context *context, GLuint first, GLsizei range);
bool ValidatePathCommands(Context *context,
GLuint path,
GLsizei numCommands,
const GLubyte *commands,
GLsizei numCoords,
GLenum coordType,
const void *coords);
bool ValidateSetPathParameter(Context *context, GLuint path, GLenum pname, GLfloat value);
bool ValidateGetPathParameter(Context *context, GLuint path, GLenum pname, GLfloat *value);
bool ValidatePathStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask);
bool ValidateStencilFillPath(Context *context, GLuint path, GLenum fillMode, GLuint mask);
bool ValidateStencilStrokePath(Context *context, GLuint path, GLint reference, GLuint mask);
bool ValidateCoverPath(Context *context, GLuint path, GLenum coverMode);
bool ValidateStencilThenCoverFillPath(Context *context,
GLuint path,
GLenum fillMode,
GLuint mask,
GLenum coverMode);
bool ValidateStencilThenCoverStrokePath(Context *context,
GLuint path,
GLint reference,
GLuint mask,
GLenum coverMode);
bool ValidateIsPath(Context *context);
bool ValidateCoverFillPathInstanced(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateCoverStrokePathInstanced(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilFillPathInstanced(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBAse,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilStrokePathInstanced(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilThenCoverFillPathInstanced(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilThenCoverStrokePathInstanced(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateBindFragmentInputLocation(Context *context,
GLuint program,
GLint location,
const GLchar *name);
bool ValidateProgramPathFragmentInputGen(Context *context,
GLuint program,
GLint location,
GLenum genMode,
GLint components,
const GLfloat *coeffs);
bool ValidateCopyTextureCHROMIUM(Context *context,
GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
bool ValidateCopySubTextureCHROMIUM(Context *context,
GLuint sourceId,
GLint sourceLevel,
GLenum destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
bool ValidateCompressedCopyTextureCHROMIUM(Context *context, GLuint sourceId, GLuint destId);
bool ValidateCreateShader(Context *context, GLenum type);
bool ValidateBufferData(ValidationContext *context,
GLenum target,
GLsizeiptr size,
const void *data,
GLenum usage);
bool ValidateBufferSubData(ValidationContext *context,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateRequestExtensionANGLE(ValidationContext *context, const GLchar *name);
bool ValidateActiveTexture(ValidationContext *context, GLenum texture);
bool ValidateAttachShader(ValidationContext *context, GLuint program, GLuint shader);
bool ValidateBindAttribLocation(ValidationContext *context,
GLuint program,
GLuint index,
const GLchar *name);
bool ValidateBindBuffer(ValidationContext *context, GLenum target, GLuint buffer);
bool ValidateBindFramebuffer(ValidationContext *context, GLenum target, GLuint framebuffer);
bool ValidateBindRenderbuffer(ValidationContext *context, GLenum target, GLuint renderbuffer);
bool ValidateBlendColor(ValidationContext *context,
GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha);
bool ValidateBlendEquation(ValidationContext *context, GLenum mode);
bool ValidateBlendEquationSeparate(ValidationContext *context, GLenum modeRGB, GLenum modeAlpha);
bool ValidateBlendFunc(ValidationContext *context, GLenum sfactor, GLenum dfactor);
bool ValidateBlendFuncSeparate(ValidationContext *context,
GLenum srcRGB,
GLenum dstRGB,
GLenum srcAlpha,
GLenum dstAlpha);
bool ValidateGetString(Context *context, GLenum name);
bool ValidateLineWidth(ValidationContext *context, GLfloat width);
bool ValidateVertexAttribPointer(ValidationContext *context,
GLuint index,
GLint size,
GLenum type,
GLboolean normalized,
GLsizei stride,
const void *ptr);
bool ValidateDepthRangef(ValidationContext *context, GLclampf zNear, GLclampf zFar);
bool ValidateRenderbufferStorage(ValidationContext *context,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateRenderbufferStorageMultisampleANGLE(ValidationContext *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateCheckFramebufferStatus(ValidationContext *context, GLenum target);
bool ValidateClearColor(ValidationContext *context,
GLclampf red,
GLclampf green,
GLclampf blue,
GLclampf alpha);
bool ValidateClearDepthf(ValidationContext *context, GLclampf depth);
bool ValidateClearStencil(ValidationContext *context, GLint s);
bool ValidateColorMask(ValidationContext *context,
GLboolean red,
GLboolean green,
GLboolean blue,
GLboolean alpha);
bool ValidateCompileShader(ValidationContext *context, GLuint shader);
bool ValidateCreateProgram(ValidationContext *context);
bool ValidateCullFace(ValidationContext *context, GLenum mode);
bool ValidateDeleteProgram(ValidationContext *context, GLuint program);
bool ValidateDeleteShader(ValidationContext *context, GLuint shader);
bool ValidateDepthFunc(ValidationContext *context, GLenum func);
bool ValidateDepthMask(ValidationContext *context, GLboolean flag);
bool ValidateDetachShader(ValidationContext *context, GLuint program, GLuint shader);
bool ValidateDisableVertexAttribArray(ValidationContext *context, GLuint index);
bool ValidateEnableVertexAttribArray(ValidationContext *context, GLuint index);
bool ValidateFinish(ValidationContext *context);
bool ValidateFlush(ValidationContext *context);
bool ValidateFrontFace(ValidationContext *context, GLenum mode);
bool ValidateGetActiveAttrib(ValidationContext *context,
GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
bool ValidateGetActiveUniform(ValidationContext *context,
GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
bool ValidateGetAttachedShaders(ValidationContext *context,
GLuint program,
GLsizei maxcount,
GLsizei *count,
GLuint *shaders);
bool ValidateGetAttribLocation(ValidationContext *context, GLuint program, const GLchar *name);
bool ValidateGetBooleanv(ValidationContext *context, GLenum pname, GLboolean *params);
bool ValidateGetError(ValidationContext *context);
bool ValidateGetFloatv(ValidationContext *context, GLenum pname, GLfloat *params);
bool ValidateGetIntegerv(ValidationContext *context, GLenum pname, GLint *params);
bool ValidateGetProgramInfoLog(ValidationContext *context,
GLuint program,
GLsizei bufsize,
GLsizei *length,
GLchar *infolog);
bool ValidateGetShaderInfoLog(ValidationContext *context,
GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *infolog);
bool ValidateGetShaderPrecisionFormat(ValidationContext *context,
GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
bool ValidateGetShaderSource(ValidationContext *context,
GLuint shader,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
bool ValidateGetUniformLocation(ValidationContext *context, GLuint program, const GLchar *name);
bool ValidateHint(ValidationContext *context, GLenum target, GLenum mode);
bool ValidateIsBuffer(ValidationContext *context, GLuint buffer);
bool ValidateIsFramebuffer(ValidationContext *context, GLuint framebuffer);
bool ValidateIsProgram(ValidationContext *context, GLuint program);
bool ValidateIsRenderbuffer(ValidationContext *context, GLuint renderbuffer);
bool ValidateIsShader(ValidationContext *context, GLuint shader);
bool ValidateIsTexture(ValidationContext *context, GLuint texture);
bool ValidatePixelStorei(ValidationContext *context, GLenum pname, GLint param);
bool ValidatePolygonOffset(ValidationContext *context, GLfloat factor, GLfloat units);
bool ValidateReleaseShaderCompiler(ValidationContext *context);
bool ValidateSampleCoverage(ValidationContext *context, GLclampf value, GLboolean invert);
bool ValidateScissor(ValidationContext *context, GLint x, GLint y, GLsizei width, GLsizei height);
bool ValidateShaderBinary(ValidationContext *context,
GLsizei n,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length);
bool ValidateShaderSource(ValidationContext *context,
GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length);
bool ValidateStencilFunc(ValidationContext *context, GLenum func, GLint ref, GLuint mask);
bool ValidateStencilFuncSeparate(ValidationContext *context,
GLenum face,
GLenum func,
GLint ref,
GLuint mask);
bool ValidateStencilMask(ValidationContext *context, GLuint mask);
bool ValidateStencilMaskSeparate(ValidationContext *context, GLenum face, GLuint mask);
bool ValidateStencilOp(ValidationContext *context, GLenum fail, GLenum zfail, GLenum zpass);
bool ValidateStencilOpSeparate(ValidationContext *context,
GLenum face,
GLenum fail,
GLenum zfail,
GLenum zpass);
bool ValidateUniform1f(ValidationContext *context, GLint location, GLfloat x);
bool ValidateUniform1fv(ValidationContext *context,
GLint location,
GLsizei count,
const GLfloat *v);
bool ValidateUniform1i(ValidationContext *context, GLint location, GLint x);
bool ValidateUniform2f(ValidationContext *context, GLint location, GLfloat x, GLfloat y);
bool ValidateUniform2fv(ValidationContext *context,
GLint location,
GLsizei count,
const GLfloat *v);
bool ValidateUniform2i(ValidationContext *context, GLint location, GLint x, GLint y);
bool ValidateUniform2iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v);
bool ValidateUniform3f(ValidationContext *context, GLint location, GLfloat x, GLfloat y, GLfloat z);
bool ValidateUniform3fv(ValidationContext *context,
GLint location,
GLsizei count,
const GLfloat *v);
bool ValidateUniform3i(ValidationContext *context, GLint location, GLint x, GLint y, GLint z);
bool ValidateUniform3iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v);
bool ValidateUniform4f(ValidationContext *context,
GLint location,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
bool ValidateUniform4fv(ValidationContext *context,
GLint location,
GLsizei count,
const GLfloat *v);
bool ValidateUniform4i(ValidationContext *context,
GLint location,
GLint x,
GLint y,
GLint z,
GLint w);
bool ValidateUniform4iv(ValidationContext *context, GLint location, GLsizei count, const GLint *v);
bool ValidateUniformMatrix2fv(ValidationContext *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix3fv(ValidationContext *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix4fv(ValidationContext *context,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateValidateProgram(ValidationContext *context, GLuint program);
bool ValidateVertexAttrib1f(ValidationContext *context, GLuint index, GLfloat x);
bool ValidateVertexAttrib1fv(ValidationContext *context, GLuint index, const GLfloat *values);
bool ValidateVertexAttrib2f(ValidationContext *context, GLuint index, GLfloat x, GLfloat y);
bool ValidateVertexAttrib2fv(ValidationContext *context, GLuint index, const GLfloat *values);
bool ValidateVertexAttrib3f(ValidationContext *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z);
bool ValidateVertexAttrib3fv(ValidationContext *context, GLuint index, const GLfloat *values);
bool ValidateVertexAttrib4f(ValidationContext *context,
GLuint index,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
bool ValidateVertexAttrib4fv(ValidationContext *context, GLuint index, const GLfloat *values);
bool ValidateViewport(ValidationContext *context, GLint x, GLint y, GLsizei width, GLsizei height);
bool ValidateDrawElements(ValidationContext *context,
GLenum mode,
GLsizei count,
GLenum type,
const void *indices);
bool ValidateDrawArrays(ValidationContext *context, GLenum mode, GLint first, GLsizei count);
bool ValidateGetFramebufferAttachmentParameteriv(ValidationContext *context,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
bool ValidateGetProgramiv(ValidationContext *context, GLuint program, GLenum pname, GLint *params);
bool ValidateCopyTexImage2D(ValidationContext *context,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
bool ValidateCopyTexSubImage2D(Context *context,
GLenum target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateDeleteBuffers(Context *context, GLint n, const GLuint *buffers);
bool ValidateDeleteFramebuffers(Context *context, GLint n, const GLuint *framebuffers);
bool ValidateDeleteRenderbuffers(Context *context, GLint n, const GLuint *renderbuffers);
bool ValidateDeleteTextures(Context *context, GLint n, const GLuint *textures);
bool ValidateDisable(Context *context, GLenum cap);
bool ValidateEnable(Context *context, GLenum cap);
bool ValidateFramebufferRenderbuffer(Context *context,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
bool ValidateFramebufferTexture2D(Context *context,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level);
bool ValidateGenBuffers(Context *context, GLint n, GLuint *buffers);
bool ValidateGenerateMipmap(Context *context, GLenum target);
bool ValidateGenFramebuffers(Context *context, GLint n, GLuint *framebuffers);
bool ValidateGenRenderbuffers(Context *context, GLint n, GLuint *renderbuffers);
bool ValidateGenTextures(Context *context, GLint n, GLuint *textures);
bool ValidateGetBufferParameteriv(ValidationContext *context,
GLenum target,
GLenum pname,
GLint *params);
bool ValidateGetRenderbufferParameteriv(Context *context,
GLenum target,
GLenum pname,
GLint *params);
bool ValidateGetShaderiv(Context *context, GLuint shader, GLenum pname, GLint *params);
bool ValidateGetTexParameterfv(Context *context, GLenum target, GLenum pname, GLfloat *params);
bool ValidateGetTexParameteriv(Context *context, GLenum target, GLenum pname, GLint *params);
bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat *params);
bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint *params);
bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params);
bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params);
bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer);
bool ValidateIsEnabled(Context *context, GLenum cap);
bool ValidateLinkProgram(Context *context, GLuint program);
bool ValidateReadPixels(ValidationContext *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels);
bool ValidateTexParameterf(Context *context, GLenum target, GLenum pname, GLfloat param);
bool ValidateTexParameterfv(Context *context, GLenum target, GLenum pname, const GLfloat *params);
bool ValidateTexParameteri(Context *context, GLenum target, GLenum pname, GLint param);
bool ValidateTexParameteriv(Context *context, GLenum target, GLenum pname, const GLint *params);
bool ValidateUniform1iv(ValidationContext *context,
GLint location,
GLsizei count,
const GLint *value);
bool ValidateUseProgram(Context *context, GLuint program);
} // namespace gl
#endif // LIBANGLE_VALIDATION_ES2_H_