blob: fdf6142300abd4aba02dfeee7eaada96528f5149 [file] [log] [blame]
// 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.
//
// validationESEXT_autogen.h:
// Validation functions for the OpenGL ES extension entry points.
#ifndef LIBANGLE_VALIDATION_ESEXT_AUTOGEN_H_
#define LIBANGLE_VALIDATION_ESEXT_AUTOGEN_H_
#include "common/PackedEnums.h"
namespace gl
{
class Context;
// GL_ANGLE_base_vertex_base_instance
bool ValidateDrawArraysInstancedBaseInstanceANGLE(Context *context,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance);
bool ValidateDrawElementsInstancedBaseVertexBaseInstanceANGLE(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const GLvoid *indices,
GLsizei instanceCounts,
GLint baseVertex,
GLuint baseInstance);
bool ValidateMultiDrawArraysInstancedBaseInstanceANGLE(Context *context,
PrimitiveMode modePacked,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
const GLuint *baseInstances,
GLsizei drawcount);
bool ValidateMultiDrawElementsInstancedBaseVertexBaseInstanceANGLE(Context *context,
PrimitiveMode modePacked,
const GLsizei *counts,
DrawElementsType typePacked,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
const GLint *baseVertices,
const GLuint *baseInstances,
GLsizei drawcount);
// GL_ANGLE_copy_texture_3d
bool ValidateCopyTexture3DANGLE(Context *context,
TextureID sourceIdPacked,
GLint sourceLevel,
TextureTarget destTargetPacked,
TextureID destIdPacked,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
bool ValidateCopySubTexture3DANGLE(Context *context,
TextureID sourceIdPacked,
GLint sourceLevel,
TextureTarget destTargetPacked,
TextureID destIdPacked,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLint z,
GLint width,
GLint height,
GLint depth,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
// GL_ANGLE_framebuffer_blit
bool ValidateBlitFramebufferANGLE(Context *context,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
// GL_ANGLE_framebuffer_multisample
bool ValidateRenderbufferStorageMultisampleANGLE(Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_ANGLE_get_image
bool ValidateGetTexImageANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum format,
GLenum type,
void *pixels);
bool ValidateGetRenderbufferImageANGLE(Context *context,
GLenum target,
GLenum format,
GLenum type,
void *pixels);
// GL_ANGLE_instanced_arrays
bool ValidateDrawArraysInstancedANGLE(Context *context,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei primcount);
bool ValidateDrawElementsInstancedANGLE(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei primcount);
bool ValidateVertexAttribDivisorANGLE(Context *context, GLuint index, GLuint divisor);
// GL_ANGLE_multi_draw
bool ValidateMultiDrawArraysANGLE(Context *context,
PrimitiveMode modePacked,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
bool ValidateMultiDrawArraysInstancedANGLE(Context *context,
PrimitiveMode modePacked,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
bool ValidateMultiDrawElementsANGLE(Context *context,
PrimitiveMode modePacked,
const GLsizei *counts,
DrawElementsType typePacked,
const GLvoid *const *indices,
GLsizei drawcount);
bool ValidateMultiDrawElementsInstancedANGLE(Context *context,
PrimitiveMode modePacked,
const GLsizei *counts,
DrawElementsType typePacked,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
// GL_ANGLE_program_binary
// GL_ANGLE_provoking_vertex
bool ValidateProvokingVertexANGLE(Context *context, ProvokingVertexConvention modePacked);
// GL_ANGLE_request_extension
bool ValidateRequestExtensionANGLE(Context *context, const GLchar *name);
bool ValidateDisableExtensionANGLE(Context *context, const GLchar *name);
// GL_ANGLE_robust_client_memory
bool ValidateGetBooleanvRobustANGLE(Context *context,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLboolean *params);
bool ValidateGetBufferParameterivRobustANGLE(Context *context,
BufferBinding targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetFloatvRobustANGLE(Context *context,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetFramebufferAttachmentParameterivRobustANGLE(Context *context,
GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetIntegervRobustANGLE(Context *context,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *data);
bool ValidateGetProgramivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetRenderbufferParameterivRobustANGLE(Context *context,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetShaderivRobustANGLE(Context *context,
ShaderProgramID shaderPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetTexParameterfvRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetTexParameterivRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetUniformfvRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetUniformivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetVertexAttribfvRobustANGLE(Context *context,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetVertexAttribivRobustANGLE(Context *context,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetVertexAttribPointervRobustANGLE(Context *context,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **pointer);
bool ValidateReadPixelsRobustANGLE(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *pixels);
bool ValidateTexImage2DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateTexParameterfvRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
const GLfloat *params);
bool ValidateTexParameterivRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
const GLint *params);
bool ValidateTexSubImage2DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateTexImage3DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateTexSubImage3DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
bool ValidateCompressedTexImage2DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
bool ValidateCompressedTexSubImage2DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLsizei xoffset,
GLsizei yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
bool ValidateCompressedTexImage3DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
bool ValidateCompressedTexSubImage3DRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
bool ValidateGetQueryivRobustANGLE(Context *context,
QueryType targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetQueryObjectuivRobustANGLE(Context *context,
QueryID idPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
bool ValidateGetBufferPointervRobustANGLE(Context *context,
BufferBinding targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
bool ValidateGetIntegeri_vRobustANGLE(Context *context,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *data);
bool ValidateGetInternalformativRobustANGLE(Context *context,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetVertexAttribIivRobustANGLE(Context *context,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetVertexAttribIuivRobustANGLE(Context *context,
GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
bool ValidateGetUniformuivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
bool ValidateGetActiveUniformBlockivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLuint uniformBlockIndex,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetInteger64vRobustANGLE(Context *context,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
bool ValidateGetInteger64i_vRobustANGLE(Context *context,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
bool ValidateGetBufferParameteri64vRobustANGLE(Context *context,
BufferBinding targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
bool ValidateSamplerParameterivRobustANGLE(Context *context,
SamplerID samplerPacked,
GLuint pname,
GLsizei bufSize,
const GLint *param);
bool ValidateSamplerParameterfvRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
const GLfloat *param);
bool ValidateGetSamplerParameterivRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetSamplerParameterfvRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetFramebufferParameterivRobustANGLE(Context *context,
GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetProgramInterfaceivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetBooleani_vRobustANGLE(Context *context,
GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data);
bool ValidateGetMultisamplefvRobustANGLE(Context *context,
GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val);
bool ValidateGetTexLevelParameterivRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetTexLevelParameterfvRobustANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetPointervRobustANGLERobustANGLE(Context *context,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
bool ValidateReadnPixelsRobustANGLE(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *data);
bool ValidateGetnUniformfvRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
bool ValidateGetnUniformivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetnUniformuivRobustANGLE(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
bool ValidateTexParameterIivRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
const GLint *params);
bool ValidateTexParameterIuivRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
const GLuint *params);
bool ValidateGetTexParameterIivRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetTexParameterIuivRobustANGLE(Context *context,
TextureType targetPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
bool ValidateSamplerParameterIivRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
const GLint *param);
bool ValidateSamplerParameterIuivRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
const GLuint *param);
bool ValidateGetSamplerParameterIivRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetSamplerParameterIuivRobustANGLE(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
bool ValidateGetQueryObjectivRobustANGLE(Context *context,
QueryID idPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
bool ValidateGetQueryObjecti64vRobustANGLE(Context *context,
QueryID idPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
bool ValidateGetQueryObjectui64vRobustANGLE(Context *context,
QueryID idPacked,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint64 *params);
// GL_ANGLE_texture_external_update
bool ValidateTexImage2DExternalANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type);
bool ValidateInvalidateTextureANGLE(Context *context, TextureType targetPacked);
// GL_ANGLE_texture_multisample
bool ValidateTexStorage2DMultisampleANGLE(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
bool ValidateGetTexLevelParameterivANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLint *params);
bool ValidateGetTexLevelParameterfvANGLE(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum pname,
GLfloat *params);
bool ValidateGetMultisamplefvANGLE(Context *context, GLenum pname, GLuint index, GLfloat *val);
bool ValidateSampleMaskiANGLE(Context *context, GLuint maskNumber, GLbitfield mask);
// GL_ANGLE_translated_shader_source
bool ValidateGetTranslatedShaderSourceANGLE(Context *context,
ShaderProgramID shaderPacked,
GLsizei bufsize,
GLsizei *length,
GLchar *source);
// GL_CHROMIUM_bind_uniform_location
bool ValidateBindUniformLocationCHROMIUM(Context *context,
ShaderProgramID programPacked,
GLint location,
const GLchar *name);
// GL_CHROMIUM_copy_compressed_texture
bool ValidateCompressedCopyTextureCHROMIUM(Context *context,
TextureID sourceIdPacked,
TextureID destIdPacked);
// GL_CHROMIUM_copy_texture
bool ValidateCopyTextureCHROMIUM(Context *context,
TextureID sourceIdPacked,
GLint sourceLevel,
TextureTarget destTargetPacked,
TextureID destIdPacked,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
bool ValidateCopySubTextureCHROMIUM(Context *context,
TextureID sourceIdPacked,
GLint sourceLevel,
TextureTarget destTargetPacked,
TextureID destIdPacked,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLint width,
GLint height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
// GL_CHROMIUM_framebuffer_mixed_samples
bool ValidateCoverageModulationCHROMIUM(Context *context, GLenum components);
bool ValidateMatrixLoadfCHROMIUM(Context *context, GLenum matrixMode, const GLfloat *matrix);
bool ValidateMatrixLoadIdentityCHROMIUM(Context *context, GLenum matrixMode);
// GL_CHROMIUM_lose_context
bool ValidateLoseContextCHROMIUM(Context *context,
GraphicsResetStatus currentPacked,
GraphicsResetStatus otherPacked);
// GL_CHROMIUM_path_rendering
bool ValidateGenPathsCHROMIUM(Context *context, GLsizei range);
bool ValidateDeletePathsCHROMIUM(Context *context, PathID firstPacked, GLsizei range);
bool ValidateIsPathCHROMIUM(Context *context, PathID pathPacked);
bool ValidatePathCommandsCHROMIUM(Context *context,
PathID pathPacked,
GLsizei numCommands,
const GLubyte *commands,
GLsizei numCoords,
GLenum coordType,
const void *coords);
bool ValidatePathParameterfCHROMIUM(Context *context,
PathID pathPacked,
GLenum pname,
GLfloat value);
bool ValidatePathParameteriCHROMIUM(Context *context, PathID pathPacked, GLenum pname, GLint value);
bool ValidateGetPathParameterfvCHROMIUM(Context *context,
PathID pathPacked,
GLenum pname,
GLfloat *value);
bool ValidateGetPathParameterivCHROMIUM(Context *context,
PathID pathPacked,
GLenum pname,
GLint *value);
bool ValidatePathStencilFuncCHROMIUM(Context *context, GLenum func, GLint ref, GLuint mask);
bool ValidateStencilFillPathCHROMIUM(Context *context,
PathID pathPacked,
GLenum fillMode,
GLuint mask);
bool ValidateStencilStrokePathCHROMIUM(Context *context,
PathID pathPacked,
GLint reference,
GLuint mask);
bool ValidateCoverFillPathCHROMIUM(Context *context, PathID pathPacked, GLenum coverMode);
bool ValidateCoverStrokePathCHROMIUM(Context *context, PathID pathPacked, GLenum coverMode);
bool ValidateStencilThenCoverFillPathCHROMIUM(Context *context,
PathID pathPacked,
GLenum fillMode,
GLuint mask,
GLenum coverMode);
bool ValidateStencilThenCoverStrokePathCHROMIUM(Context *context,
PathID pathPacked,
GLint reference,
GLuint mask,
GLenum coverMode);
bool ValidateCoverFillPathInstancedCHROMIUM(Context *context,
GLsizei numPath,
GLenum pathNameType,
const void *paths,
PathID pathBasePacked,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateCoverStrokePathInstancedCHROMIUM(Context *context,
GLsizei numPath,
GLenum pathNameType,
const void *paths,
PathID pathBasePacked,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilStrokePathInstancedCHROMIUM(Context *context,
GLsizei numPath,
GLenum pathNameType,
const void *paths,
PathID pathBasePacked,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilFillPathInstancedCHROMIUM(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
PathID pathBasePacked,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilThenCoverFillPathInstancedCHROMIUM(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
PathID pathBasePacked,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateStencilThenCoverStrokePathInstancedCHROMIUM(Context *context,
GLsizei numPaths,
GLenum pathNameType,
const void *paths,
PathID pathBasePacked,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
bool ValidateBindFragmentInputLocationCHROMIUM(Context *context,
ShaderProgramID programsPacked,
GLint location,
const GLchar *name);
bool ValidateProgramPathFragmentInputGenCHROMIUM(Context *context,
ShaderProgramID programPacked,
GLint location,
GLenum genMode,
GLint components,
const GLfloat *coeffs);
// GL_EXT_blend_func_extended
bool ValidateBindFragDataLocationEXT(Context *context,
ShaderProgramID programPacked,
GLuint color,
const GLchar *name);
bool ValidateBindFragDataLocationIndexedEXT(Context *context,
ShaderProgramID programPacked,
GLuint colorNumber,
GLuint index,
const GLchar *name);
bool ValidateGetFragDataIndexEXT(Context *context,
ShaderProgramID programPacked,
const GLchar *name);
bool ValidateGetProgramResourceLocationIndexEXT(Context *context,
ShaderProgramID programPacked,
GLenum programInterface,
const GLchar *name);
// GL_EXT_debug_marker
bool ValidateInsertEventMarkerEXT(Context *context, GLsizei length, const GLchar *marker);
bool ValidatePopGroupMarkerEXT(Context *context);
bool ValidatePushGroupMarkerEXT(Context *context, GLsizei length, const GLchar *marker);
// GL_EXT_discard_framebuffer
bool ValidateDiscardFramebufferEXT(Context *context,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
// GL_EXT_disjoint_timer_query
bool ValidateBeginQueryEXT(Context *context, QueryType targetPacked, QueryID idPacked);
bool ValidateDeleteQueriesEXT(Context *context, GLsizei n, const QueryID *idsPacked);
bool ValidateEndQueryEXT(Context *context, QueryType targetPacked);
bool ValidateGenQueriesEXT(Context *context, GLsizei n, QueryID *idsPacked);
bool ValidateGetQueryObjecti64vEXT(Context *context,
QueryID idPacked,
GLenum pname,
GLint64 *params);
bool ValidateGetQueryObjectivEXT(Context *context, QueryID idPacked, GLenum pname, GLint *params);
bool ValidateGetQueryObjectui64vEXT(Context *context,
QueryID idPacked,
GLenum pname,
GLuint64 *params);
bool ValidateGetQueryObjectuivEXT(Context *context, QueryID idPacked, GLenum pname, GLuint *params);
bool ValidateGetQueryivEXT(Context *context, QueryType targetPacked, GLenum pname, GLint *params);
bool ValidateIsQueryEXT(Context *context, QueryID idPacked);
bool ValidateQueryCounterEXT(Context *context, QueryID idPacked, QueryType targetPacked);
// GL_EXT_draw_buffers
bool ValidateDrawBuffersEXT(Context *context, GLsizei n, const GLenum *bufs);
// GL_EXT_draw_elements_base_vertex
bool ValidateDrawElementsBaseVertexEXT(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLint basevertex);
bool ValidateDrawElementsInstancedBaseVertexEXT(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex);
bool ValidateDrawRangeElementsBaseVertexEXT(Context *context,
PrimitiveMode modePacked,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLint basevertex);
bool ValidateMultiDrawElementsBaseVertexEXT(Context *context,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei primcount,
const GLint *basevertex);
// GL_EXT_geometry_shader
bool ValidateFramebufferTextureEXT(Context *context,
GLenum target,
GLenum attachment,
TextureID texturePacked,
GLint level);
// GL_EXT_instanced_arrays
bool ValidateDrawArraysInstancedEXT(Context *context,
PrimitiveMode modePacked,
GLint start,
GLsizei count,
GLsizei primcount);
bool ValidateDrawElementsInstancedEXT(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei primcount);
bool ValidateVertexAttribDivisorEXT(Context *context, GLuint index, GLuint divisor);
// GL_EXT_map_buffer_range
bool ValidateFlushMappedBufferRangeEXT(Context *context,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr length);
bool ValidateMapBufferRangeEXT(Context *context,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
// GL_EXT_memory_object
bool ValidateBufferStorageMemEXT(Context *context,
TextureType targetPacked,
GLsizeiptr size,
MemoryObjectID memoryPacked,
GLuint64 offset);
bool ValidateCreateMemoryObjectsEXT(Context *context,
GLsizei n,
MemoryObjectID *memoryObjectsPacked);
bool ValidateDeleteMemoryObjectsEXT(Context *context,
GLsizei n,
const MemoryObjectID *memoryObjectsPacked);
bool ValidateGetMemoryObjectParameterivEXT(Context *context,
MemoryObjectID memoryObjectPacked,
GLenum pname,
GLint *params);
bool ValidateGetUnsignedBytevEXT(Context *context, GLenum pname, GLubyte *data);
bool ValidateGetUnsignedBytei_vEXT(Context *context, GLenum target, GLuint index, GLubyte *data);
bool ValidateIsMemoryObjectEXT(Context *context, MemoryObjectID memoryObjectPacked);
bool ValidateMemoryObjectParameterivEXT(Context *context,
MemoryObjectID memoryObjectPacked,
GLenum pname,
const GLint *params);
bool ValidateTexStorageMem2DEXT(Context *context,
TextureType targetPacked,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
MemoryObjectID memoryPacked,
GLuint64 offset);
bool ValidateTexStorageMem2DMultisampleEXT(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLboolean fixedSampleLocations,
MemoryObjectID memoryPacked,
GLuint64 offset);
bool ValidateTexStorageMem3DEXT(Context *context,
TextureType targetPacked,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
MemoryObjectID memoryPacked,
GLuint64 offset);
bool ValidateTexStorageMem3DMultisampleEXT(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedSampleLocations,
MemoryObjectID memoryPacked,
GLuint64 offset);
// GL_EXT_memory_object_fd
bool ValidateImportMemoryFdEXT(Context *context,
MemoryObjectID memoryPacked,
GLuint64 size,
HandleType handleTypePacked,
GLint fd);
// GL_EXT_multisampled_render_to_texture
bool ValidateFramebufferTexture2DMultisampleEXT(Context *context,
GLenum target,
GLenum attachment,
GLenum textarget,
GLuint texture,
GLint level,
GLsizei samples);
bool ValidateRenderbufferStorageMultisampleEXT(Context *context,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_EXT_occlusion_query_boolean
// GL_EXT_robustness
bool ValidateGetGraphicsResetStatusEXT(Context *context);
bool ValidateGetnUniformfvEXT(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLfloat *params);
bool ValidateGetnUniformivEXT(Context *context,
ShaderProgramID programPacked,
GLint location,
GLsizei bufSize,
GLint *params);
bool ValidateReadnPixelsEXT(Context *context,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
// GL_EXT_semaphore
bool ValidateDeleteSemaphoresEXT(Context *context, GLsizei n, const SemaphoreID *semaphoresPacked);
bool ValidateGenSemaphoresEXT(Context *context, GLsizei n, SemaphoreID *semaphoresPacked);
bool ValidateGetSemaphoreParameterui64vEXT(Context *context,
SemaphoreID semaphorePacked,
GLenum pname,
GLuint64 *params);
bool ValidateIsSemaphoreEXT(Context *context, SemaphoreID semaphorePacked);
bool ValidateSemaphoreParameterui64vEXT(Context *context,
SemaphoreID semaphorePacked,
GLenum pname,
const GLuint64 *params);
bool ValidateSignalSemaphoreEXT(Context *context,
SemaphoreID semaphorePacked,
GLuint numBufferBarriers,
const BufferID *buffersPacked,
GLuint numTextureBarriers,
const TextureID *texturesPacked,
const GLenum *dstLayouts);
bool ValidateWaitSemaphoreEXT(Context *context,
SemaphoreID semaphorePacked,
GLuint numBufferBarriers,
const BufferID *buffersPacked,
GLuint numTextureBarriers,
const TextureID *texturesPacked,
const GLenum *srcLayouts);
// GL_EXT_semaphore_fd
bool ValidateImportSemaphoreFdEXT(Context *context,
SemaphoreID semaphorePacked,
HandleType handleTypePacked,
GLint fd);
// GL_EXT_texture_filter_anisotropic
// GL_EXT_texture_storage
bool ValidateTexStorage1DEXT(Context *context,
GLenum target,
GLsizei levels,
GLenum internalformat,
GLsizei width);
bool ValidateTexStorage2DEXT(Context *context,
TextureType targetPacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateTexStorage3DEXT(Context *context,
TextureType targetPacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
// GL_KHR_debug
bool ValidateDebugMessageCallbackKHR(Context *context,
GLDEBUGPROCKHR callback,
const void *userParam);
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 ValidateGetDebugMessageLogKHR(Context *context,
GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
bool ValidateGetObjectLabelKHR(Context *context,
GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
bool ValidateGetObjectPtrLabelKHR(Context *context,
const void *ptr,
GLsizei bufSize,
GLsizei *length,
GLchar *label);
bool ValidateGetPointervKHR(Context *context, GLenum pname, void **params);
bool ValidateObjectLabelKHR(Context *context,
GLenum identifier,
GLuint name,
GLsizei length,
const GLchar *label);
bool ValidateObjectPtrLabelKHR(Context *context,
const void *ptr,
GLsizei length,
const GLchar *label);
bool ValidatePopDebugGroupKHR(Context *context);
bool ValidatePushDebugGroupKHR(Context *context,
GLenum source,
GLuint id,
GLsizei length,
const GLchar *message);
// GL_KHR_parallel_shader_compile
bool ValidateMaxShaderCompilerThreadsKHR(Context *context, GLuint count);
// GL_NV_fence
bool ValidateDeleteFencesNV(Context *context, GLsizei n, const FenceNVID *fencesPacked);
bool ValidateFinishFenceNV(Context *context, FenceNVID fencePacked);
bool ValidateGenFencesNV(Context *context, GLsizei n, FenceNVID *fencesPacked);
bool ValidateGetFenceivNV(Context *context, FenceNVID fencePacked, GLenum pname, GLint *params);
bool ValidateIsFenceNV(Context *context, FenceNVID fencePacked);
bool ValidateSetFenceNV(Context *context, FenceNVID fencePacked, GLenum condition);
bool ValidateTestFenceNV(Context *context, FenceNVID fencePacked);
// GL_OES_EGL_image
bool ValidateEGLImageTargetRenderbufferStorageOES(Context *context,
GLenum target,
GLeglImageOES image);
bool ValidateEGLImageTargetTexture2DOES(Context *context,
TextureType targetPacked,
GLeglImageOES image);
// GL_OES_draw_elements_base_vertex
bool ValidateDrawElementsBaseVertexOES(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLint basevertex);
bool ValidateDrawElementsInstancedBaseVertexOES(Context *context,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount,
GLint basevertex);
bool ValidateDrawRangeElementsBaseVertexOES(Context *context,
PrimitiveMode modePacked,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLint basevertex);
// GL_OES_draw_texture
bool ValidateDrawTexfOES(Context *context,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat width,
GLfloat height);
bool ValidateDrawTexfvOES(Context *context, const GLfloat *coords);
bool ValidateDrawTexiOES(Context *context, GLint x, GLint y, GLint z, GLint width, GLint height);
bool ValidateDrawTexivOES(Context *context, const GLint *coords);
bool ValidateDrawTexsOES(Context *context,
GLshort x,
GLshort y,
GLshort z,
GLshort width,
GLshort height);
bool ValidateDrawTexsvOES(Context *context, const GLshort *coords);
bool ValidateDrawTexxOES(Context *context,
GLfixed x,
GLfixed y,
GLfixed z,
GLfixed width,
GLfixed height);
bool ValidateDrawTexxvOES(Context *context, const GLfixed *coords);
// GL_OES_framebuffer_object
bool ValidateBindFramebufferOES(Context *context, GLenum target, FramebufferID framebufferPacked);
bool ValidateBindRenderbufferOES(Context *context,
GLenum target,
RenderbufferID renderbufferPacked);
bool ValidateCheckFramebufferStatusOES(Context *context, GLenum target);
bool ValidateDeleteFramebuffersOES(Context *context,
GLsizei n,
const FramebufferID *framebuffersPacked);
bool ValidateDeleteRenderbuffersOES(Context *context,
GLsizei n,
const RenderbufferID *renderbuffersPacked);
bool ValidateFramebufferRenderbufferOES(Context *context,
GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
RenderbufferID renderbufferPacked);
bool ValidateFramebufferTexture2DOES(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level);
bool ValidateGenFramebuffersOES(Context *context, GLsizei n, FramebufferID *framebuffersPacked);
bool ValidateGenRenderbuffersOES(Context *context, GLsizei n, RenderbufferID *renderbuffersPacked);
bool ValidateGenerateMipmapOES(Context *context, TextureType targetPacked);
bool ValidateGetFramebufferAttachmentParameterivOES(Context *context,
GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
bool ValidateGetRenderbufferParameterivOES(Context *context,
GLenum target,
GLenum pname,
GLint *params);
bool ValidateIsFramebufferOES(Context *context, FramebufferID framebufferPacked);
bool ValidateIsRenderbufferOES(Context *context, RenderbufferID renderbufferPacked);
bool ValidateRenderbufferStorageOES(Context *context,
GLenum target,
GLenum internalformat,
GLsizei width,
GLsizei height);
// GL_OES_get_program_binary
bool ValidateGetProgramBinaryOES(Context *context,
ShaderProgramID programPacked,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
bool ValidateProgramBinaryOES(Context *context,
ShaderProgramID programPacked,
GLenum binaryFormat,
const void *binary,
GLint length);
// GL_OES_mapbuffer
bool ValidateGetBufferPointervOES(Context *context,
BufferBinding targetPacked,
GLenum pname,
void **params);
bool ValidateMapBufferOES(Context *context, BufferBinding targetPacked, GLenum access);
bool ValidateUnmapBufferOES(Context *context, BufferBinding targetPacked);
// GL_OES_matrix_palette
bool ValidateCurrentPaletteMatrixOES(Context *context, GLuint matrixpaletteindex);
bool ValidateLoadPaletteFromModelViewMatrixOES(Context *context);
bool ValidateMatrixIndexPointerOES(Context *context,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateWeightPointerOES(Context *context,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
// GL_OES_point_size_array
bool ValidatePointSizePointerOES(Context *context,
VertexAttribType typePacked,
GLsizei stride,
const void *pointer);
// GL_OES_query_matrix
bool ValidateQueryMatrixxOES(Context *context, GLfixed *mantissa, GLint *exponent);
// GL_OES_texture_3D
bool ValidateCompressedTexImage3DOES(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTexSubImage3DOES(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 ValidateCopyTexSubImage3DOES(Context *context,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateFramebufferTexture3DOES(Context *context,
GLenum target,
GLenum attachment,
TextureTarget textargetPacked,
TextureID texturePacked,
GLint level,
GLint zoffset);
bool ValidateTexImage3DOES(Context *context,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTexSubImage3DOES(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);
// GL_OES_texture_border_clamp
bool ValidateGetSamplerParameterIivOES(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLint *params);
bool ValidateGetSamplerParameterIuivOES(Context *context,
SamplerID samplerPacked,
GLenum pname,
GLuint *params);
bool ValidateGetTexParameterIivOES(Context *context,
TextureType targetPacked,
GLenum pname,
GLint *params);
bool ValidateGetTexParameterIuivOES(Context *context,
TextureType targetPacked,
GLenum pname,
GLuint *params);
bool ValidateSamplerParameterIivOES(Context *context,
SamplerID samplerPacked,
GLenum pname,
const GLint *param);
bool ValidateSamplerParameterIuivOES(Context *context,
SamplerID samplerPacked,
GLenum pname,
const GLuint *param);
bool ValidateTexParameterIivOES(Context *context,
TextureType targetPacked,
GLenum pname,
const GLint *params);
bool ValidateTexParameterIuivOES(Context *context,
TextureType targetPacked,
GLenum pname,
const GLuint *params);
// GL_OES_texture_cube_map
bool ValidateGetTexGenfvOES(Context *context, GLenum coord, GLenum pname, GLfloat *params);
bool ValidateGetTexGenivOES(Context *context, GLenum coord, GLenum pname, GLint *params);
bool ValidateGetTexGenxvOES(Context *context, GLenum coord, GLenum pname, GLfixed *params);
bool ValidateTexGenfOES(Context *context, GLenum coord, GLenum pname, GLfloat param);
bool ValidateTexGenfvOES(Context *context, GLenum coord, GLenum pname, const GLfloat *params);
bool ValidateTexGeniOES(Context *context, GLenum coord, GLenum pname, GLint param);
bool ValidateTexGenivOES(Context *context, GLenum coord, GLenum pname, const GLint *params);
bool ValidateTexGenxOES(Context *context, GLenum coord, GLenum pname, GLfixed param);
bool ValidateTexGenxvOES(Context *context, GLenum coord, GLenum pname, const GLfixed *params);
// GL_OES_texture_storage_multisample_2d_array
bool ValidateTexStorage3DMultisampleOES(Context *context,
TextureType targetPacked,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
// GL_OES_vertex_array_object
bool ValidateBindVertexArrayOES(Context *context, VertexArrayID arrayPacked);
bool ValidateDeleteVertexArraysOES(Context *context, GLsizei n, const VertexArrayID *arraysPacked);
bool ValidateGenVertexArraysOES(Context *context, GLsizei n, VertexArrayID *arraysPacked);
bool ValidateIsVertexArrayOES(Context *context, VertexArrayID arrayPacked);
// GL_OVR_multiview
bool ValidateFramebufferTextureMultiviewOVR(Context *context,
GLenum target,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint baseViewIndex,
GLsizei numViews);
// GL_OVR_multiview2
} // namespace gl
#endif // LIBANGLE_VALIDATION_ESEXT_AUTOGEN_H_