Source code
Revision control
Copy as Markdown
Other Tools
// GENERATED FILE - DO NOT EDIT.
// Generated by generate_entry_points.py using data from gl.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.
//
// validationGL1_autogen.h:
// Validation functions for the OpenGL Desktop GL 1.x entry points.
#ifndef LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
#define LIBANGLE_VALIDATION_GL1_AUTOGEN_H_
#include "common/PackedEnums.h"
#include "common/entry_points_enum_autogen.h"
namespace gl
{
class Context;
// GL 1.0
bool ValidateAccum(const Context *context, angle::EntryPoint entryPoint, GLenum op, GLfloat value);
bool ValidateBegin(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
bool ValidateBitmap(const Context *context,
angle::EntryPoint entryPoint,
GLsizei width,
GLsizei height,
GLfloat xorig,
GLfloat yorig,
GLfloat xmove,
GLfloat ymove,
const GLubyte *bitmap);
bool ValidateCallList(const Context *context, angle::EntryPoint entryPoint, GLuint list);
bool ValidateCallLists(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
GLenum type,
const void *lists);
bool ValidateClearAccum(const Context *context,
angle::EntryPoint entryPoint,
GLfloat red,
GLfloat green,
GLfloat blue,
GLfloat alpha);
bool ValidateClearDepth(const Context *context, angle::EntryPoint entryPoint, GLdouble depth);
bool ValidateClearIndex(const Context *context, angle::EntryPoint entryPoint, GLfloat c);
bool ValidateClipPlane(const Context *context,
angle::EntryPoint entryPoint,
GLenum plane,
const GLdouble *equation);
bool ValidateColor3b(const Context *context,
angle::EntryPoint entryPoint,
GLbyte red,
GLbyte green,
GLbyte blue);
bool ValidateColor3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v);
bool ValidateColor3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble red,
GLdouble green,
GLdouble blue);
bool ValidateColor3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateColor3f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat red,
GLfloat green,
GLfloat blue);
bool ValidateColor3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateColor3i(const Context *context,
angle::EntryPoint entryPoint,
GLint red,
GLint green,
GLint blue);
bool ValidateColor3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateColor3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort red,
GLshort green,
GLshort blue);
bool ValidateColor3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateColor3ub(const Context *context,
angle::EntryPoint entryPoint,
GLubyte red,
GLubyte green,
GLubyte blue);
bool ValidateColor3ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v);
bool ValidateColor3ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint red,
GLuint green,
GLuint blue);
bool ValidateColor3uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v);
bool ValidateColor3us(const Context *context,
angle::EntryPoint entryPoint,
GLushort red,
GLushort green,
GLushort blue);
bool ValidateColor3usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v);
bool ValidateColor4b(const Context *context,
angle::EntryPoint entryPoint,
GLbyte red,
GLbyte green,
GLbyte blue,
GLbyte alpha);
bool ValidateColor4bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v);
bool ValidateColor4d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble red,
GLdouble green,
GLdouble blue,
GLdouble alpha);
bool ValidateColor4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateColor4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateColor4i(const Context *context,
angle::EntryPoint entryPoint,
GLint red,
GLint green,
GLint blue,
GLint alpha);
bool ValidateColor4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateColor4s(const Context *context,
angle::EntryPoint entryPoint,
GLshort red,
GLshort green,
GLshort blue,
GLshort alpha);
bool ValidateColor4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateColor4ubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *v);
bool ValidateColor4ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint red,
GLuint green,
GLuint blue,
GLuint alpha);
bool ValidateColor4uiv(const Context *context, angle::EntryPoint entryPoint, const GLuint *v);
bool ValidateColor4us(const Context *context,
angle::EntryPoint entryPoint,
GLushort red,
GLushort green,
GLushort blue,
GLushort alpha);
bool ValidateColor4usv(const Context *context, angle::EntryPoint entryPoint, const GLushort *v);
bool ValidateColorMaterial(const Context *context,
angle::EntryPoint entryPoint,
GLenum face,
GLenum mode);
bool ValidateCopyPixels(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum type);
bool ValidateDeleteLists(const Context *context,
angle::EntryPoint entryPoint,
GLuint list,
GLsizei range);
bool ValidateDepthRange(const Context *context,
angle::EntryPoint entryPoint,
GLdouble n,
GLdouble f);
bool ValidateDrawBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum buf);
bool ValidateDrawPixels(const Context *context,
angle::EntryPoint entryPoint,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateEdgeFlag(const Context *context, angle::EntryPoint entryPoint, GLboolean flag);
bool ValidateEdgeFlagv(const Context *context, angle::EntryPoint entryPoint, const GLboolean *flag);
bool ValidateEnd(const Context *context, angle::EntryPoint entryPoint);
bool ValidateEndList(const Context *context, angle::EntryPoint entryPoint);
bool ValidateEvalCoord1d(const Context *context, angle::EntryPoint entryPoint, GLdouble u);
bool ValidateEvalCoord1dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *u);
bool ValidateEvalCoord1f(const Context *context, angle::EntryPoint entryPoint, GLfloat u);
bool ValidateEvalCoord1fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *u);
bool ValidateEvalCoord2d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble u,
GLdouble v);
bool ValidateEvalCoord2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *u);
bool ValidateEvalCoord2f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat u,
GLfloat v);
bool ValidateEvalCoord2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *u);
bool ValidateEvalMesh1(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
GLint i1,
GLint i2);
bool ValidateEvalMesh2(const Context *context,
angle::EntryPoint entryPoint,
GLenum mode,
GLint i1,
GLint i2,
GLint j1,
GLint j2);
bool ValidateEvalPoint1(const Context *context, angle::EntryPoint entryPoint, GLint i);
bool ValidateEvalPoint2(const Context *context, angle::EntryPoint entryPoint, GLint i, GLint j);
bool ValidateFeedbackBuffer(const Context *context,
angle::EntryPoint entryPoint,
GLsizei size,
GLenum type,
const GLfloat *buffer);
bool ValidateFogi(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param);
bool ValidateFogiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
const GLint *params);
bool ValidateFrustum(const Context *context,
angle::EntryPoint entryPoint,
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar);
bool ValidateGenLists(const Context *context, angle::EntryPoint entryPoint, GLsizei range);
bool ValidateGetClipPlane(const Context *context,
angle::EntryPoint entryPoint,
GLenum plane,
const GLdouble *equation);
bool ValidateGetDoublev(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
const GLdouble *data);
bool ValidateGetLightiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum light,
GLenum pname,
const GLint *params);
bool ValidateGetMapdv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum query,
const GLdouble *v);
bool ValidateGetMapfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum query,
const GLfloat *v);
bool ValidateGetMapiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLenum query,
const GLint *v);
bool ValidateGetMaterialiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum face,
GLenum pname,
const GLint *params);
bool ValidateGetPixelMapfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
const GLfloat *values);
bool ValidateGetPixelMapuiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
const GLuint *values);
bool ValidateGetPixelMapusv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
const GLushort *values);
bool ValidateGetPolygonStipple(const Context *context,
angle::EntryPoint entryPoint,
const GLubyte *mask);
bool ValidateGetTexGendv(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
const GLdouble *params);
bool ValidateGetTexGenfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
const GLfloat *params);
bool ValidateGetTexGeniv(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
const GLint *params);
bool ValidateGetTexImage(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateIndexMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask);
bool ValidateIndexd(const Context *context, angle::EntryPoint entryPoint, GLdouble c);
bool ValidateIndexdv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *c);
bool ValidateIndexf(const Context *context, angle::EntryPoint entryPoint, GLfloat c);
bool ValidateIndexfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *c);
bool ValidateIndexi(const Context *context, angle::EntryPoint entryPoint, GLint c);
bool ValidateIndexiv(const Context *context, angle::EntryPoint entryPoint, const GLint *c);
bool ValidateIndexs(const Context *context, angle::EntryPoint entryPoint, GLshort c);
bool ValidateIndexsv(const Context *context, angle::EntryPoint entryPoint, const GLshort *c);
bool ValidateInitNames(const Context *context, angle::EntryPoint entryPoint);
bool ValidateIsList(const Context *context, angle::EntryPoint entryPoint, GLuint list);
bool ValidateLightModeli(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLint param);
bool ValidateLightModeliv(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
const GLint *params);
bool ValidateLighti(const Context *context,
angle::EntryPoint entryPoint,
GLenum light,
GLenum pname,
GLint param);
bool ValidateLightiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum light,
GLenum pname,
const GLint *params);
bool ValidateLineStipple(const Context *context,
angle::EntryPoint entryPoint,
GLint factor,
GLushort pattern);
bool ValidateListBase(const Context *context, angle::EntryPoint entryPoint, GLuint base);
bool ValidateLoadMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m);
bool ValidateLoadName(const Context *context, angle::EntryPoint entryPoint, GLuint name);
bool ValidateMap1d(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLdouble u1,
GLdouble u2,
GLint stride,
GLint order,
const GLdouble *points);
bool ValidateMap1f(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLfloat u1,
GLfloat u2,
GLint stride,
GLint order,
const GLfloat *points);
bool ValidateMap2d(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLdouble u1,
GLdouble u2,
GLint ustride,
GLint uorder,
GLdouble v1,
GLdouble v2,
GLint vstride,
GLint vorder,
const GLdouble *points);
bool ValidateMap2f(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLfloat u1,
GLfloat u2,
GLint ustride,
GLint uorder,
GLfloat v1,
GLfloat v2,
GLint vstride,
GLint vorder,
const GLfloat *points);
bool ValidateMapGrid1d(const Context *context,
angle::EntryPoint entryPoint,
GLint un,
GLdouble u1,
GLdouble u2);
bool ValidateMapGrid1f(const Context *context,
angle::EntryPoint entryPoint,
GLint un,
GLfloat u1,
GLfloat u2);
bool ValidateMapGrid2d(const Context *context,
angle::EntryPoint entryPoint,
GLint un,
GLdouble u1,
GLdouble u2,
GLint vn,
GLdouble v1,
GLdouble v2);
bool ValidateMapGrid2f(const Context *context,
angle::EntryPoint entryPoint,
GLint un,
GLfloat u1,
GLfloat u2,
GLint vn,
GLfloat v1,
GLfloat v2);
bool ValidateMateriali(const Context *context,
angle::EntryPoint entryPoint,
GLenum face,
GLenum pname,
GLint param);
bool ValidateMaterialiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum face,
GLenum pname,
const GLint *params);
bool ValidateMultMatrixd(const Context *context, angle::EntryPoint entryPoint, const GLdouble *m);
bool ValidateNewList(const Context *context,
angle::EntryPoint entryPoint,
GLuint list,
GLenum mode);
bool ValidateNormal3b(const Context *context,
angle::EntryPoint entryPoint,
GLbyte nx,
GLbyte ny,
GLbyte nz);
bool ValidateNormal3bv(const Context *context, angle::EntryPoint entryPoint, const GLbyte *v);
bool ValidateNormal3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble nx,
GLdouble ny,
GLdouble nz);
bool ValidateNormal3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateNormal3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateNormal3i(const Context *context,
angle::EntryPoint entryPoint,
GLint nx,
GLint ny,
GLint nz);
bool ValidateNormal3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateNormal3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort nx,
GLshort ny,
GLshort nz);
bool ValidateNormal3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateOrtho(const Context *context,
angle::EntryPoint entryPoint,
GLdouble left,
GLdouble right,
GLdouble bottom,
GLdouble top,
GLdouble zNear,
GLdouble zFar);
bool ValidatePassThrough(const Context *context, angle::EntryPoint entryPoint, GLfloat token);
bool ValidatePixelMapfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
GLsizei mapsize,
const GLfloat *values);
bool ValidatePixelMapuiv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
GLsizei mapsize,
const GLuint *values);
bool ValidatePixelMapusv(const Context *context,
angle::EntryPoint entryPoint,
GLenum map,
GLsizei mapsize,
const GLushort *values);
bool ValidatePixelStoref(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLfloat param);
bool ValidatePixelTransferf(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLfloat param);
bool ValidatePixelTransferi(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLint param);
bool ValidatePixelZoom(const Context *context,
angle::EntryPoint entryPoint,
GLfloat xfactor,
GLfloat yfactor);
bool ValidatePolygonMode(const Context *context,
angle::EntryPoint entryPoint,
GLenum face,
GLenum mode);
bool ValidatePolygonStipple(const Context *context,
angle::EntryPoint entryPoint,
const GLubyte *mask);
bool ValidatePopAttrib(const Context *context, angle::EntryPoint entryPoint);
bool ValidatePopName(const Context *context, angle::EntryPoint entryPoint);
bool ValidatePushAttrib(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask);
bool ValidatePushName(const Context *context, angle::EntryPoint entryPoint, GLuint name);
bool ValidateRasterPos2d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y);
bool ValidateRasterPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateRasterPos2f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y);
bool ValidateRasterPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateRasterPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y);
bool ValidateRasterPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateRasterPos2s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y);
bool ValidateRasterPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateRasterPos3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateRasterPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateRasterPos3f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y,
GLfloat z);
bool ValidateRasterPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateRasterPos3i(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLint z);
bool ValidateRasterPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateRasterPos3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y,
GLshort z);
bool ValidateRasterPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateRasterPos4d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateRasterPos4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateRasterPos4f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
bool ValidateRasterPos4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateRasterPos4i(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLint z,
GLint w);
bool ValidateRasterPos4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateRasterPos4s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y,
GLshort z,
GLshort w);
bool ValidateRasterPos4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateRectd(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x1,
GLdouble y1,
GLdouble x2,
GLdouble y2);
bool ValidateRectdv(const Context *context,
angle::EntryPoint entryPoint,
const GLdouble *v1,
const GLdouble *v2);
bool ValidateRectf(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x1,
GLfloat y1,
GLfloat x2,
GLfloat y2);
bool ValidateRectfv(const Context *context,
angle::EntryPoint entryPoint,
const GLfloat *v1,
const GLfloat *v2);
bool ValidateRecti(const Context *context,
angle::EntryPoint entryPoint,
GLint x1,
GLint y1,
GLint x2,
GLint y2);
bool ValidateRectiv(const Context *context,
angle::EntryPoint entryPoint,
const GLint *v1,
const GLint *v2);
bool ValidateRects(const Context *context,
angle::EntryPoint entryPoint,
GLshort x1,
GLshort y1,
GLshort x2,
GLshort y2);
bool ValidateRectsv(const Context *context,
angle::EntryPoint entryPoint,
const GLshort *v1,
const GLshort *v2);
bool ValidateRenderMode(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
bool ValidateRotated(const Context *context,
angle::EntryPoint entryPoint,
GLdouble angle,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateScaled(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateSelectBuffer(const Context *context,
angle::EntryPoint entryPoint,
GLsizei size,
const GLuint *buffer);
bool ValidateTexCoord1d(const Context *context, angle::EntryPoint entryPoint, GLdouble s);
bool ValidateTexCoord1dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateTexCoord1f(const Context *context, angle::EntryPoint entryPoint, GLfloat s);
bool ValidateTexCoord1fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateTexCoord1i(const Context *context, angle::EntryPoint entryPoint, GLint s);
bool ValidateTexCoord1iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateTexCoord1s(const Context *context, angle::EntryPoint entryPoint, GLshort s);
bool ValidateTexCoord1sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateTexCoord2d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble s,
GLdouble t);
bool ValidateTexCoord2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateTexCoord2f(const Context *context, angle::EntryPoint entryPoint, GLfloat s, GLfloat t);
bool ValidateTexCoord2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateTexCoord2i(const Context *context, angle::EntryPoint entryPoint, GLint s, GLint t);
bool ValidateTexCoord2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateTexCoord2s(const Context *context, angle::EntryPoint entryPoint, GLshort s, GLshort t);
bool ValidateTexCoord2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateTexCoord3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble s,
GLdouble t,
GLdouble r);
bool ValidateTexCoord3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateTexCoord3f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat s,
GLfloat t,
GLfloat r);
bool ValidateTexCoord3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateTexCoord3i(const Context *context,
angle::EntryPoint entryPoint,
GLint s,
GLint t,
GLint r);
bool ValidateTexCoord3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateTexCoord3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort s,
GLshort t,
GLshort r);
bool ValidateTexCoord3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateTexCoord4d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q);
bool ValidateTexCoord4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateTexCoord4f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q);
bool ValidateTexCoord4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateTexCoord4i(const Context *context,
angle::EntryPoint entryPoint,
GLint s,
GLint t,
GLint r,
GLint q);
bool ValidateTexCoord4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateTexCoord4s(const Context *context,
angle::EntryPoint entryPoint,
GLshort s,
GLshort t,
GLshort r,
GLshort q);
bool ValidateTexCoord4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateTexGend(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
GLdouble param);
bool ValidateTexGendv(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
const GLdouble *params);
bool ValidateTexGenf(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
GLfloat param);
bool ValidateTexGenfv(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
const GLfloat *params);
bool ValidateTexGeni(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
GLint param);
bool ValidateTexGeniv(const Context *context,
angle::EntryPoint entryPoint,
GLenum coord,
GLenum pname,
const GLint *params);
bool ValidateTexImage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
bool ValidateTranslated(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateVertex2d(const Context *context, angle::EntryPoint entryPoint, GLdouble x, GLdouble y);
bool ValidateVertex2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateVertex2f(const Context *context, angle::EntryPoint entryPoint, GLfloat x, GLfloat y);
bool ValidateVertex2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateVertex2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y);
bool ValidateVertex2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateVertex2s(const Context *context, angle::EntryPoint entryPoint, GLshort x, GLshort y);
bool ValidateVertex2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateVertex3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateVertex3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateVertex3f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y,
GLfloat z);
bool ValidateVertex3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateVertex3i(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLint z);
bool ValidateVertex3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateVertex3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y,
GLshort z);
bool ValidateVertex3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateVertex4d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w);
bool ValidateVertex4dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateVertex4f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w);
bool ValidateVertex4fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateVertex4i(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLint z,
GLint w);
bool ValidateVertex4iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateVertex4s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y,
GLshort z,
GLshort w);
bool ValidateVertex4sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
// GL 1.1
bool ValidateAreTexturesResident(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLuint *textures,
const GLboolean *residences);
bool ValidateArrayElement(const Context *context, angle::EntryPoint entryPoint, GLint i);
bool ValidateCopyTexImage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLint border);
bool ValidateCopyTexSubImage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLint xoffset,
GLint x,
GLint y,
GLsizei width);
bool ValidateEdgeFlagPointer(const Context *context,
angle::EntryPoint entryPoint,
GLsizei stride,
const void *pointer);
bool ValidateIndexPointer(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateIndexub(const Context *context, angle::EntryPoint entryPoint, GLubyte c);
bool ValidateIndexubv(const Context *context, angle::EntryPoint entryPoint, const GLubyte *c);
bool ValidateInterleavedArrays(const Context *context,
angle::EntryPoint entryPoint,
GLenum format,
GLsizei stride,
const void *pointer);
bool ValidatePopClientAttrib(const Context *context, angle::EntryPoint entryPoint);
bool ValidatePrioritizeTextures(const Context *context,
angle::EntryPoint entryPoint,
GLsizei n,
const GLuint *textures,
const GLfloat *priorities);
bool ValidatePushClientAttrib(const Context *context,
angle::EntryPoint entryPoint,
GLbitfield mask);
bool ValidateTexSubImage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLenum type,
const void *pixels);
// GL 1.2
// GL 1.3
bool ValidateCompressedTexImage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLenum internalformat,
GLsizei width,
GLint border,
GLsizei imageSize,
const void *data);
bool ValidateCompressedTexSubImage1D(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint level,
GLint xoffset,
GLsizei width,
GLenum format,
GLsizei imageSize,
const void *data);
bool ValidateGetCompressedTexImage(const Context *context,
angle::EntryPoint entryPoint,
TextureTarget targetPacked,
GLint level,
const void *img);
bool ValidateLoadTransposeMatrixd(const Context *context,
angle::EntryPoint entryPoint,
const GLdouble *m);
bool ValidateLoadTransposeMatrixf(const Context *context,
angle::EntryPoint entryPoint,
const GLfloat *m);
bool ValidateMultTransposeMatrixd(const Context *context,
angle::EntryPoint entryPoint,
const GLdouble *m);
bool ValidateMultTransposeMatrixf(const Context *context,
angle::EntryPoint entryPoint,
const GLfloat *m);
bool ValidateMultiTexCoord1d(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLdouble s);
bool ValidateMultiTexCoord1dv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLdouble *v);
bool ValidateMultiTexCoord1f(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLfloat s);
bool ValidateMultiTexCoord1fv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLfloat *v);
bool ValidateMultiTexCoord1i(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint s);
bool ValidateMultiTexCoord1iv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLint *v);
bool ValidateMultiTexCoord1s(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLshort s);
bool ValidateMultiTexCoord1sv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLshort *v);
bool ValidateMultiTexCoord2d(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLdouble s,
GLdouble t);
bool ValidateMultiTexCoord2dv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLdouble *v);
bool ValidateMultiTexCoord2f(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLfloat s,
GLfloat t);
bool ValidateMultiTexCoord2fv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLfloat *v);
bool ValidateMultiTexCoord2i(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint s,
GLint t);
bool ValidateMultiTexCoord2iv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLint *v);
bool ValidateMultiTexCoord2s(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLshort s,
GLshort t);
bool ValidateMultiTexCoord2sv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLshort *v);
bool ValidateMultiTexCoord3d(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r);
bool ValidateMultiTexCoord3dv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLdouble *v);
bool ValidateMultiTexCoord3f(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLfloat s,
GLfloat t,
GLfloat r);
bool ValidateMultiTexCoord3fv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLfloat *v);
bool ValidateMultiTexCoord3i(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint s,
GLint t,
GLint r);
bool ValidateMultiTexCoord3iv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLint *v);
bool ValidateMultiTexCoord3s(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLshort s,
GLshort t,
GLshort r);
bool ValidateMultiTexCoord3sv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLshort *v);
bool ValidateMultiTexCoord4d(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q);
bool ValidateMultiTexCoord4dv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLdouble *v);
bool ValidateMultiTexCoord4fv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLfloat *v);
bool ValidateMultiTexCoord4i(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLint s,
GLint t,
GLint r,
GLint q);
bool ValidateMultiTexCoord4iv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLint *v);
bool ValidateMultiTexCoord4s(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLshort s,
GLshort t,
GLshort r,
GLshort q);
bool ValidateMultiTexCoord4sv(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
const GLshort *v);
// GL 1.4
bool ValidateFogCoordPointer(const Context *context,
angle::EntryPoint entryPoint,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateFogCoordd(const Context *context, angle::EntryPoint entryPoint, GLdouble coord);
bool ValidateFogCoorddv(const Context *context,
angle::EntryPoint entryPoint,
const GLdouble *coord);
bool ValidateFogCoordf(const Context *context, angle::EntryPoint entryPoint, GLfloat coord);
bool ValidateFogCoordfv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *coord);
bool ValidateMultiDrawArrays(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
const GLint *first,
const GLsizei *count,
GLsizei drawcount);
bool ValidateMultiDrawElements(const Context *context,
angle::EntryPoint entryPoint,
PrimitiveMode modePacked,
const GLsizei *count,
DrawElementsType typePacked,
const void *const *indices,
GLsizei drawcount);
bool ValidatePointParameteri(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
GLint param);
bool ValidatePointParameteriv(const Context *context,
angle::EntryPoint entryPoint,
GLenum pname,
const GLint *params);
bool ValidateSecondaryColor3b(const Context *context,
angle::EntryPoint entryPoint,
GLbyte red,
GLbyte green,
GLbyte blue);
bool ValidateSecondaryColor3bv(const Context *context,
angle::EntryPoint entryPoint,
const GLbyte *v);
bool ValidateSecondaryColor3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble red,
GLdouble green,
GLdouble blue);
bool ValidateSecondaryColor3dv(const Context *context,
angle::EntryPoint entryPoint,
const GLdouble *v);
bool ValidateSecondaryColor3f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat red,
GLfloat green,
GLfloat blue);
bool ValidateSecondaryColor3fv(const Context *context,
angle::EntryPoint entryPoint,
const GLfloat *v);
bool ValidateSecondaryColor3i(const Context *context,
angle::EntryPoint entryPoint,
GLint red,
GLint green,
GLint blue);
bool ValidateSecondaryColor3iv(const Context *context,
angle::EntryPoint entryPoint,
const GLint *v);
bool ValidateSecondaryColor3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort red,
GLshort green,
GLshort blue);
bool ValidateSecondaryColor3sv(const Context *context,
angle::EntryPoint entryPoint,
const GLshort *v);
bool ValidateSecondaryColor3ub(const Context *context,
angle::EntryPoint entryPoint,
GLubyte red,
GLubyte green,
GLubyte blue);
bool ValidateSecondaryColor3ubv(const Context *context,
angle::EntryPoint entryPoint,
const GLubyte *v);
bool ValidateSecondaryColor3ui(const Context *context,
angle::EntryPoint entryPoint,
GLuint red,
GLuint green,
GLuint blue);
bool ValidateSecondaryColor3uiv(const Context *context,
angle::EntryPoint entryPoint,
const GLuint *v);
bool ValidateSecondaryColor3us(const Context *context,
angle::EntryPoint entryPoint,
GLushort red,
GLushort green,
GLushort blue);
bool ValidateSecondaryColor3usv(const Context *context,
angle::EntryPoint entryPoint,
const GLushort *v);
bool ValidateSecondaryColorPointer(const Context *context,
angle::EntryPoint entryPoint,
GLint size,
GLenum type,
GLsizei stride,
const void *pointer);
bool ValidateWindowPos2d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y);
bool ValidateWindowPos2dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateWindowPos2f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y);
bool ValidateWindowPos2fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateWindowPos2i(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y);
bool ValidateWindowPos2iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateWindowPos2s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y);
bool ValidateWindowPos2sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
bool ValidateWindowPos3d(const Context *context,
angle::EntryPoint entryPoint,
GLdouble x,
GLdouble y,
GLdouble z);
bool ValidateWindowPos3dv(const Context *context, angle::EntryPoint entryPoint, const GLdouble *v);
bool ValidateWindowPos3f(const Context *context,
angle::EntryPoint entryPoint,
GLfloat x,
GLfloat y,
GLfloat z);
bool ValidateWindowPos3fv(const Context *context, angle::EntryPoint entryPoint, const GLfloat *v);
bool ValidateWindowPos3i(const Context *context,
angle::EntryPoint entryPoint,
GLint x,
GLint y,
GLint z);
bool ValidateWindowPos3iv(const Context *context, angle::EntryPoint entryPoint, const GLint *v);
bool ValidateWindowPos3s(const Context *context,
angle::EntryPoint entryPoint,
GLshort x,
GLshort y,
GLshort z);
bool ValidateWindowPos3sv(const Context *context, angle::EntryPoint entryPoint, const GLshort *v);
// GL 1.5
bool ValidateGetBufferSubData(const Context *context,
angle::EntryPoint entryPoint,
GLenum target,
GLintptr offset,
GLsizeiptr size,
const void *data);
bool ValidateGetQueryObjectiv(const Context *context,
angle::EntryPoint entryPoint,
QueryID idPacked,
GLenum pname,
const GLint *params);
bool ValidateMapBuffer(const Context *context,
angle::EntryPoint entryPoint,
BufferBinding targetPacked,
GLenum access);
} // namespace gl
#endif // LIBANGLE_VALIDATION_GL1_AUTOGEN_H_