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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 2020 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.
//
// validationES3_autogen.h:
// Validation functions for the OpenGL ES 3.0 entry points.
#ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
#define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"
namespace gl
{
class Context;
bool ValidateBeginQuery(const Context *context,
angle::EntryPoint entryPoint,
QueryType targetPacked,
QueryID idPacked);
bool ValidateBeginTransformFeedback(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode primitiveModePacked);
bool ValidateBindBufferBase(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLuint index,
BufferID bufferPacked);
bool ValidateBindBufferRange(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLuint index,
BufferID bufferPacked,
GLintptr offset,
GLsizeiptr size);
bool ValidateBindSampler(const Context *context,
angle::EntryPoint entryPoint,
GLuint unit,
SamplerID samplerPacked);
bool ValidateBindTransformFeedback(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
TransformFeedbackID idPacked);
bool ValidateBindVertexArray(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID arrayPacked);
bool ValidateBlitFramebuffer(const Context *context,
angle::EntryPoint entryPoint,
GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
bool ValidateClearBufferfi(const Context *context,
angle::EntryPoint entryPoint,
GLenum buffer,
GLint drawbuffer,
GLfloat depth,
GLint stencil);
bool ValidateClearBufferfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum buffer,
GLint drawbuffer,
const GLfloat *value);
bool ValidateClearBufferiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum buffer,
GLint drawbuffer,
const GLint *value);
bool ValidateClearBufferuiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum buffer,
GLint drawbuffer,
const GLuint *value);
bool ValidateClientWaitSync(const Context *context,
angle::EntryPoint entryPoint,
GLsync sync,
GLbitfield flags,
GLuint64 timeout);
bool ValidateCompressedTexImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTexSubImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateCopyBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding readTargetPacked,
BufferBinding writeTargetPacked,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
bool ValidateCopyTexSubImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateDeleteQueries(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const QueryID *idsPacked);
bool ValidateDeleteSamplers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei count,
const SamplerID *samplersPacked);
bool ValidateDeleteSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync);
bool ValidateDeleteTransformFeedbacks(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const TransformFeedbackID *idsPacked);
bool ValidateDeleteVertexArrays(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const VertexArrayID *arraysPacked);
bool ValidateDrawArraysInstanced(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
GLint first,
GLsizei count,
GLsizei instancecount);
bool ValidateDrawBuffers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLenum *bufs);
bool ValidateDrawElementsInstanced(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
GLsizei count,
DrawElementsType typePacked,
const void *indices,
GLsizei instancecount);
bool ValidateDrawRangeElements(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType typePacked,
const void *indices);
bool ValidateEndQuery(const Context *context, angle::EntryPoint entryPoint, QueryType targetPacked);
bool ValidateEndTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
bool ValidateFenceSync(const Context *context,
angle::EntryPoint entryPoint,
GLenum condition,
GLbitfield flags);
bool ValidateFlushMappedBufferRange(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr length);
bool ValidateFramebufferTextureLayer(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum attachment,
TextureID texturePacked,
GLint level,
GLint layer);
bool ValidateGenQueries(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const QueryID *idsPacked);
bool ValidateGenSamplers(const Context *context,
angle::EntryPoint entryPoint,
GLsizei count,
const SamplerID *samplersPacked);
bool ValidateGenTransformFeedbacks(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const TransformFeedbackID *idsPacked);
bool ValidateGenVertexArrays(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const VertexArrayID *arraysPacked);
bool ValidateGetActiveUniformBlockName(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLsizei bufSize,
const GLsizei *length,
const GLchar *uniformBlockName);
bool ValidateGetActiveUniformBlockiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLenum pname,
const GLint *params);
bool ValidateGetActiveUniformsiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
const GLint *params);
bool ValidateGetBufferParameteri64v(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLenum pname,
const GLint64 *params);
bool ValidateGetBufferPointerv(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLenum pname,
void *const *params);
bool ValidateGetFragDataLocation(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
const GLchar *name);
bool ValidateGetInteger64i_v(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
const GLint64 *data);
bool ValidateGetInteger64v(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
const GLint64 *data);
bool ValidateGetIntegeri_v(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLuint index,
const GLint *data);
bool ValidateGetInternalformativ(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei count,
const GLint *params);
bool ValidateGetProgramBinary(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLsizei bufSize,
const GLsizei *length,
const GLenum *binaryFormat,
const void *binary);
bool ValidateGetQueryObjectuiv(const Context *context,
angle::EntryPoint entryPoint,
QueryID idPacked,
GLenum pname,
const GLuint *params);
bool ValidateGetQueryiv(const Context *context,
angle::EntryPoint entryPoint,
QueryType targetPacked,
GLenum pname,
const GLint *params);
bool ValidateGetSamplerParameterfv(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked,
GLenum pname,
const GLfloat *params);
bool ValidateGetSamplerParameteriv(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked,
GLenum pname,
const GLint *params);
bool ValidateGetStringi(const Context *context,
angle::EntryPoint entryPoint,
GLenum name,
GLuint index);
bool ValidateGetSynciv(const Context *context,
angle::EntryPoint entryPoint,
GLsync sync,
GLenum pname,
GLsizei count,
const GLsizei *length,
const GLint *values);
bool ValidateGetTransformFeedbackVarying(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLuint index,
GLsizei bufSize,
const GLsizei *length,
const GLsizei *size,
const GLenum *type,
const GLchar *name);
bool ValidateGetUniformBlockIndex(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
const GLchar *uniformBlockName);
bool ValidateGetUniformIndices(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLsizei uniformCount,
const GLchar *const *uniformNames,
const GLuint *uniformIndices);
bool ValidateGetUniformuiv(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformLocation locationPacked,
const GLuint *params);
bool ValidateGetVertexAttribIiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLint *params);
bool ValidateGetVertexAttribIuiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLenum pname,
const GLuint *params);
bool ValidateInvalidateFramebuffer(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments);
bool ValidateInvalidateSubFramebuffer(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
bool ValidateIsQuery(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked);
bool ValidateIsSampler(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked);
bool ValidateIsSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync);
bool ValidateIsTransformFeedback(const Context *context,
angle::EntryPoint entryPoint,
TransformFeedbackID idPacked);
bool ValidateIsVertexArray(const Context *context,
angle::EntryPoint entryPoint,
VertexArrayID arrayPacked);
bool ValidateMapBufferRange(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
bool ValidatePauseTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
bool ValidateProgramBinary(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum binaryFormat,
const void *binary,
GLsizei length);
bool ValidateProgramParameteri(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLenum pname,
GLint value);
bool ValidateReadBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum src);
bool ValidateRenderbufferStorageMultisample(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateResumeTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
bool ValidateSamplerParameterf(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked,
GLenum pname,
GLfloat param);
bool ValidateSamplerParameterfv(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked,
GLenum pname,
const GLfloat *param);
bool ValidateSamplerParameteri(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked,
GLenum pname,
GLint param);
bool ValidateSamplerParameteriv(const Context *context,
angle::EntryPoint entryPoint,
SamplerID samplerPacked,
GLenum pname,
const GLint *param);
bool ValidateTexImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTexStorage2D(const Context *context,
angle::EntryPoint entryPoint,
TextureType targetPacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height);
bool ValidateTexStorage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureType targetPacked,
GLsizei levels,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth);
bool ValidateTexSubImage3D(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTransformFeedbackVaryings(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
bool ValidateUniform1ui(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLuint v0);
bool ValidateUniform1uiv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateUniform2ui(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLuint v0,
GLuint v1);
bool ValidateUniform2uiv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateUniform3ui(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLuint v0,
GLuint v1,
GLuint v2);
bool ValidateUniform3uiv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateUniform4ui(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
bool ValidateUniform4uiv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
const GLuint *value);
bool ValidateUniformBlockBinding(const Context *context,
angle::EntryPoint entryPoint,
ShaderProgramID programPacked,
UniformBlockIndex uniformBlockIndexPacked,
GLuint uniformBlockBinding);
bool ValidateUniformMatrix2x3fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix2x4fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix3x2fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix3x4fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix4x2fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUniformMatrix4x3fv(const Context *context,
angle::EntryPoint entryPoint,
UniformLocation locationPacked,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
bool ValidateUnmapBuffer(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked);
bool ValidateVertexAttribDivisor(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLuint divisor);
bool ValidateVertexAttribI4i(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint x,
GLint y,
GLint z,
GLint w);
bool ValidateVertexAttribI4iv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLint *v);
bool ValidateVertexAttribI4ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLuint x,
GLuint y,
GLuint z,
GLuint w);
bool ValidateVertexAttribI4uiv(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
const GLuint *v);
bool ValidateVertexAttribIPointer(const Context *context,
angle::EntryPoint entryPoint,
GLuint index,
GLint size,
VertexAttribType typePacked,
GLsizei stride,
const void *pointer);
bool ValidateWaitSync(const Context *context,
angle::EntryPoint entryPoint,
GLsync sync,
GLbitfield flags,
GLuint64 timeout);
} // namespace gl
#endif // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_