blob: cafacca601bff360687f4bfc9f511674c8bd0704 [file] [log] [blame]
//
// Copyright (c) 2013 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.h: Validation functions for OpenGL ES 3.0 entry point parameters
#ifndef LIBGLESV2_VALIDATION_ES3_H
#define LIBGLESV2_VALIDATION_ES3_H
#include <GLES3/gl3.h>
namespace gl
{
class Context;
bool ValidateES3TexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat, bool isCompressed, bool isSubImage,
GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid *pixels);
bool ValidateES3CopyTexImageParameters(Context *context, GLenum target, GLint level, GLenum internalformat,
bool isSubImage, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border);
bool ValidateES3TexStorageParameters(Context *context, GLenum target, GLsizei levels, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth);
bool ValidateFramebufferTextureLayer(Context *context, GLenum target, GLenum attachment,
GLuint texture, GLint level, GLint layer);
bool ValidES3ReadFormatType(Context *context, GLenum internalFormat, GLenum format, GLenum type);
bool ValidateInvalidateFramebufferParameters(Context *context, GLenum target, GLsizei numAttachments,
const GLenum* attachments);
bool ValidateClearBuffer(Context *context);
bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint* params);
}
#endif // LIBGLESV2_VALIDATION_ES3_H