| // GENERATED FILE - DO NOT EDIT. |
| // Generated by generate_entry_points.py using data from gl.xml and wgl.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. |
| // |
| // validationGL3_autogen.h: |
| // Validation functions for the OpenGL 3.0 entry points. |
| |
| #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ |
| #define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ |
| |
| #include "common/PackedEnums.h" |
| |
| namespace gl |
| { |
| class Context; |
| |
| bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode); |
| bool ValidateBindFragDataLocation(Context *context, |
| ShaderProgramID programPacked, |
| GLuint color, |
| const GLchar *name); |
| bool ValidateClampColor(Context *context, GLenum target, GLenum clamp); |
| bool ValidateEndConditionalRender(Context *context); |
| bool ValidateFramebufferTexture1D(Context *context, |
| GLenum target, |
| GLenum attachment, |
| TextureTarget textargetPacked, |
| TextureID texturePacked, |
| GLint level); |
| bool ValidateFramebufferTexture3D(Context *context, |
| GLenum target, |
| GLenum attachment, |
| TextureTarget textargetPacked, |
| TextureID texturePacked, |
| GLint level, |
| GLint zoffset); |
| bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x); |
| bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v); |
| bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x); |
| bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v); |
| bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y); |
| bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v); |
| bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y); |
| bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v); |
| bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z); |
| bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v); |
| bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z); |
| bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v); |
| bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v); |
| bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v); |
| bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v); |
| bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v); |
| } // namespace gl |
| |
| #endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ |