| // 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. |
| // |
| // validationES31_autogen.h: |
| // Validation functions for the OpenGL ES 3.1 entry points. |
| |
| #ifndef LIBANGLE_VALIDATION_ES31_AUTOGEN_H_ |
| #define LIBANGLE_VALIDATION_ES31_AUTOGEN_H_ |
| |
| #include "common/PackedEnums.h" |
| |
| namespace gl |
| { |
| class Context; |
| |
| bool ValidateActiveShaderProgram(Context *context, |
| ProgramPipelineID pipelinePacked, |
| ShaderProgramID programPacked); |
| bool ValidateBindImageTexture(Context *context, |
| GLuint unit, |
| TextureID texturePacked, |
| GLint level, |
| GLboolean layered, |
| GLint layer, |
| GLenum access, |
| GLenum format); |
| bool ValidateBindProgramPipeline(Context *context, ProgramPipelineID pipelinePacked); |
| bool ValidateBindVertexBuffer(Context *context, |
| GLuint bindingindex, |
| BufferID bufferPacked, |
| GLintptr offset, |
| GLsizei stride); |
| bool ValidateCreateShaderProgramv(Context *context, |
| ShaderType typePacked, |
| GLsizei count, |
| const GLchar *const *strings); |
| bool ValidateDeleteProgramPipelines(Context *context, |
| GLsizei n, |
| const ProgramPipelineID *pipelinesPacked); |
| bool ValidateDispatchCompute(Context *context, |
| GLuint num_groups_x, |
| GLuint num_groups_y, |
| GLuint num_groups_z); |
| bool ValidateDispatchComputeIndirect(Context *context, GLintptr indirect); |
| bool ValidateDrawArraysIndirect(Context *context, PrimitiveMode modePacked, const void *indirect); |
| bool ValidateDrawElementsIndirect(Context *context, |
| PrimitiveMode modePacked, |
| DrawElementsType typePacked, |
| const void *indirect); |
| bool ValidateFramebufferParameteri(Context *context, GLenum target, GLenum pname, GLint param); |
| bool ValidateGenProgramPipelines(Context *context, GLsizei n, ProgramPipelineID *pipelinesPacked); |
| bool ValidateGetBooleani_v(Context *context, GLenum target, GLuint index, GLboolean *data); |
| bool ValidateGetFramebufferParameteriv(Context *context, |
| GLenum target, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetMultisamplefv(Context *context, GLenum pname, GLuint index, GLfloat *val); |
| bool ValidateGetProgramInterfaceiv(Context *context, |
| ShaderProgramID programPacked, |
| GLenum programInterface, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetProgramPipelineInfoLog(Context *context, |
| ProgramPipelineID pipelinePacked, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| bool ValidateGetProgramPipelineiv(Context *context, |
| ProgramPipelineID pipelinePacked, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetProgramResourceIndex(Context *context, |
| ShaderProgramID programPacked, |
| GLenum programInterface, |
| const GLchar *name); |
| bool ValidateGetProgramResourceLocation(Context *context, |
| ShaderProgramID programPacked, |
| GLenum programInterface, |
| const GLchar *name); |
| bool ValidateGetProgramResourceName(Context *context, |
| ShaderProgramID programPacked, |
| GLenum programInterface, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *name); |
| bool ValidateGetProgramResourceiv(Context *context, |
| ShaderProgramID programPacked, |
| GLenum programInterface, |
| GLuint index, |
| GLsizei propCount, |
| const GLenum *props, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *params); |
| bool ValidateGetTexLevelParameterfv(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLenum pname, |
| GLfloat *params); |
| bool ValidateGetTexLevelParameteriv(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLenum pname, |
| GLint *params); |
| bool ValidateIsProgramPipeline(Context *context, ProgramPipelineID pipelinePacked); |
| bool ValidateMemoryBarrier(Context *context, GLbitfield barriers); |
| bool ValidateMemoryBarrierByRegion(Context *context, GLbitfield barriers); |
| bool ValidateProgramUniform1f(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLfloat v0); |
| bool ValidateProgramUniform1fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLfloat *value); |
| bool ValidateProgramUniform1i(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLint v0); |
| bool ValidateProgramUniform1iv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLint *value); |
| bool ValidateProgramUniform1ui(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLuint v0); |
| bool ValidateProgramUniform1uiv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLuint *value); |
| bool ValidateProgramUniform2f(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLfloat v0, |
| GLfloat v1); |
| bool ValidateProgramUniform2fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLfloat *value); |
| bool ValidateProgramUniform2i(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLint v0, |
| GLint v1); |
| bool ValidateProgramUniform2iv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLint *value); |
| bool ValidateProgramUniform2ui(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLuint v0, |
| GLuint v1); |
| bool ValidateProgramUniform2uiv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLuint *value); |
| bool ValidateProgramUniform3f(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLfloat v0, |
| GLfloat v1, |
| GLfloat v2); |
| bool ValidateProgramUniform3fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLfloat *value); |
| bool ValidateProgramUniform3i(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLint v0, |
| GLint v1, |
| GLint v2); |
| bool ValidateProgramUniform3iv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLint *value); |
| bool ValidateProgramUniform3ui(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLuint v0, |
| GLuint v1, |
| GLuint v2); |
| bool ValidateProgramUniform3uiv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLuint *value); |
| bool ValidateProgramUniform4f(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLfloat v0, |
| GLfloat v1, |
| GLfloat v2, |
| GLfloat v3); |
| bool ValidateProgramUniform4fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLfloat *value); |
| bool ValidateProgramUniform4i(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLint v0, |
| GLint v1, |
| GLint v2, |
| GLint v3); |
| bool ValidateProgramUniform4iv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLint *value); |
| bool ValidateProgramUniform4ui(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLuint v0, |
| GLuint v1, |
| GLuint v2, |
| GLuint v3); |
| bool ValidateProgramUniform4uiv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| const GLuint *value); |
| bool ValidateProgramUniformMatrix2fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix2x3fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix2x4fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix3fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix3x2fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix3x4fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix4fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix4x2fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateProgramUniformMatrix4x3fv(Context *context, |
| ShaderProgramID programPacked, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateSampleMaski(Context *context, GLuint maskNumber, GLbitfield mask); |
| bool ValidateTexStorage2DMultisample(Context *context, |
| TextureType targetPacked, |
| GLsizei samples, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLboolean fixedsamplelocations); |
| bool ValidateUseProgramStages(Context *context, |
| ProgramPipelineID pipelinePacked, |
| GLbitfield stages, |
| ShaderProgramID programPacked); |
| bool ValidateValidateProgramPipeline(Context *context, ProgramPipelineID pipelinePacked); |
| bool ValidateVertexAttribBinding(Context *context, GLuint attribindex, GLuint bindingindex); |
| bool ValidateVertexAttribFormat(Context *context, |
| GLuint attribindex, |
| GLint size, |
| VertexAttribType typePacked, |
| GLboolean normalized, |
| GLuint relativeoffset); |
| bool ValidateVertexAttribIFormat(Context *context, |
| GLuint attribindex, |
| GLint size, |
| VertexAttribType typePacked, |
| GLuint relativeoffset); |
| bool ValidateVertexBindingDivisor(Context *context, GLuint bindingindex, GLuint divisor); |
| } // namespace gl |
| |
| #endif // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_ |