| // 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. |
| // |
| // validationES2_autogen.h: |
| // Validation functions for the OpenGL ES 2.0 entry points. |
| |
| #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ |
| #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ |
| |
| #include "common/PackedEnums.h" |
| |
| namespace gl |
| { |
| class Context; |
| |
| bool ValidateActiveTexture(Context *context, GLenum texture); |
| bool ValidateAttachShader(Context *context, GLuint program, GLuint shader); |
| bool ValidateBindAttribLocation(Context *context, GLuint program, GLuint index, const GLchar *name); |
| bool ValidateBindBuffer(Context *context, BufferBinding targetPacked, GLuint buffer); |
| bool ValidateBindFramebuffer(Context *context, GLenum target, GLuint framebuffer); |
| bool ValidateBindRenderbuffer(Context *context, GLenum target, RenderbufferID renderbufferPacked); |
| bool ValidateBindTexture(Context *context, TextureType targetPacked, GLuint texture); |
| bool ValidateBlendColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); |
| bool ValidateBlendEquation(Context *context, GLenum mode); |
| bool ValidateBlendEquationSeparate(Context *context, GLenum modeRGB, GLenum modeAlpha); |
| bool ValidateBlendFunc(Context *context, GLenum sfactor, GLenum dfactor); |
| bool ValidateBlendFuncSeparate(Context *context, |
| GLenum sfactorRGB, |
| GLenum dfactorRGB, |
| GLenum sfactorAlpha, |
| GLenum dfactorAlpha); |
| bool ValidateBufferData(Context *context, |
| BufferBinding targetPacked, |
| GLsizeiptr size, |
| const void *data, |
| BufferUsage usagePacked); |
| bool ValidateBufferSubData(Context *context, |
| BufferBinding targetPacked, |
| GLintptr offset, |
| GLsizeiptr size, |
| const void *data); |
| bool ValidateCheckFramebufferStatus(Context *context, GLenum target); |
| bool ValidateClear(Context *context, GLbitfield mask); |
| bool ValidateClearColor(Context *context, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); |
| bool ValidateClearDepthf(Context *context, GLfloat d); |
| bool ValidateClearStencil(Context *context, GLint s); |
| bool ValidateColorMask(Context *context, |
| GLboolean red, |
| GLboolean green, |
| GLboolean blue, |
| GLboolean alpha); |
| bool ValidateCompileShader(Context *context, GLuint shader); |
| bool ValidateCompressedTexImage2D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLint border, |
| GLsizei imageSize, |
| const void *data); |
| bool ValidateCompressedTexSubImage2D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLsizei imageSize, |
| const void *data); |
| bool ValidateCopyTexImage2D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLenum internalformat, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLint border); |
| bool ValidateCopyTexSubImage2D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateCreateProgram(Context *context); |
| bool ValidateCreateShader(Context *context, ShaderType typePacked); |
| bool ValidateCullFace(Context *context, CullFaceMode modePacked); |
| bool ValidateDeleteBuffers(Context *context, GLsizei n, const GLuint *buffers); |
| bool ValidateDeleteFramebuffers(Context *context, GLsizei n, const GLuint *framebuffers); |
| bool ValidateDeleteProgram(Context *context, GLuint program); |
| bool ValidateDeleteRenderbuffers(Context *context, |
| GLsizei n, |
| const RenderbufferID *renderbuffersPacked); |
| bool ValidateDeleteShader(Context *context, GLuint shader); |
| bool ValidateDeleteTextures(Context *context, GLsizei n, const GLuint *textures); |
| bool ValidateDepthFunc(Context *context, GLenum func); |
| bool ValidateDepthMask(Context *context, GLboolean flag); |
| bool ValidateDepthRangef(Context *context, GLfloat n, GLfloat f); |
| bool ValidateDetachShader(Context *context, GLuint program, GLuint shader); |
| bool ValidateDisable(Context *context, GLenum cap); |
| bool ValidateDisableVertexAttribArray(Context *context, GLuint index); |
| bool ValidateDrawArrays(Context *context, PrimitiveMode modePacked, GLint first, GLsizei count); |
| bool ValidateDrawElements(Context *context, |
| PrimitiveMode modePacked, |
| GLsizei count, |
| DrawElementsType typePacked, |
| const void *indices); |
| bool ValidateEnable(Context *context, GLenum cap); |
| bool ValidateEnableVertexAttribArray(Context *context, GLuint index); |
| bool ValidateFinish(Context *context); |
| bool ValidateFlush(Context *context); |
| bool ValidateFramebufferRenderbuffer(Context *context, |
| GLenum target, |
| GLenum attachment, |
| GLenum renderbuffertarget, |
| RenderbufferID renderbufferPacked); |
| bool ValidateFramebufferTexture2D(Context *context, |
| GLenum target, |
| GLenum attachment, |
| TextureTarget textargetPacked, |
| GLuint texture, |
| GLint level); |
| bool ValidateFrontFace(Context *context, GLenum mode); |
| bool ValidateGenBuffers(Context *context, GLsizei n, GLuint *buffers); |
| bool ValidateGenFramebuffers(Context *context, GLsizei n, GLuint *framebuffers); |
| bool ValidateGenRenderbuffers(Context *context, GLsizei n, RenderbufferID *renderbuffersPacked); |
| bool ValidateGenTextures(Context *context, GLsizei n, GLuint *textures); |
| bool ValidateGenerateMipmap(Context *context, TextureType targetPacked); |
| bool ValidateGetActiveAttrib(Context *context, |
| GLuint program, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name); |
| bool ValidateGetActiveUniform(Context *context, |
| GLuint program, |
| GLuint index, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLint *size, |
| GLenum *type, |
| GLchar *name); |
| bool ValidateGetAttachedShaders(Context *context, |
| GLuint program, |
| GLsizei maxCount, |
| GLsizei *count, |
| GLuint *shaders); |
| bool ValidateGetAttribLocation(Context *context, GLuint program, const GLchar *name); |
| bool ValidateGetBooleanv(Context *context, GLenum pname, GLboolean *data); |
| bool ValidateGetBufferParameteriv(Context *context, |
| BufferBinding targetPacked, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetError(Context *context); |
| bool ValidateGetFloatv(Context *context, GLenum pname, GLfloat *data); |
| bool ValidateGetFramebufferAttachmentParameteriv(Context *context, |
| GLenum target, |
| GLenum attachment, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetIntegerv(Context *context, GLenum pname, GLint *data); |
| bool ValidateGetProgramInfoLog(Context *context, |
| GLuint program, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| bool ValidateGetProgramiv(Context *context, GLuint program, GLenum pname, GLint *params); |
| bool ValidateGetRenderbufferParameteriv(Context *context, |
| GLenum target, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetShaderInfoLog(Context *context, |
| GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *infoLog); |
| bool ValidateGetShaderPrecisionFormat(Context *context, |
| GLenum shadertype, |
| GLenum precisiontype, |
| GLint *range, |
| GLint *precision); |
| bool ValidateGetShaderSource(Context *context, |
| GLuint shader, |
| GLsizei bufSize, |
| GLsizei *length, |
| GLchar *source); |
| bool ValidateGetShaderiv(Context *context, GLuint shader, GLenum pname, GLint *params); |
| bool ValidateGetString(Context *context, GLenum name); |
| bool ValidateGetTexParameterfv(Context *context, |
| TextureType targetPacked, |
| GLenum pname, |
| GLfloat *params); |
| bool ValidateGetTexParameteriv(Context *context, |
| TextureType targetPacked, |
| GLenum pname, |
| GLint *params); |
| bool ValidateGetUniformLocation(Context *context, GLuint program, const GLchar *name); |
| bool ValidateGetUniformfv(Context *context, GLuint program, GLint location, GLfloat *params); |
| bool ValidateGetUniformiv(Context *context, GLuint program, GLint location, GLint *params); |
| bool ValidateGetVertexAttribPointerv(Context *context, GLuint index, GLenum pname, void **pointer); |
| bool ValidateGetVertexAttribfv(Context *context, GLuint index, GLenum pname, GLfloat *params); |
| bool ValidateGetVertexAttribiv(Context *context, GLuint index, GLenum pname, GLint *params); |
| bool ValidateHint(Context *context, GLenum target, GLenum mode); |
| bool ValidateIsBuffer(Context *context, GLuint buffer); |
| bool ValidateIsEnabled(Context *context, GLenum cap); |
| bool ValidateIsFramebuffer(Context *context, GLuint framebuffer); |
| bool ValidateIsProgram(Context *context, GLuint program); |
| bool ValidateIsRenderbuffer(Context *context, RenderbufferID renderbufferPacked); |
| bool ValidateIsShader(Context *context, GLuint shader); |
| bool ValidateIsTexture(Context *context, GLuint texture); |
| bool ValidateLineWidth(Context *context, GLfloat width); |
| bool ValidateLinkProgram(Context *context, GLuint program); |
| bool ValidatePixelStorei(Context *context, GLenum pname, GLint param); |
| bool ValidatePolygonOffset(Context *context, GLfloat factor, GLfloat units); |
| bool ValidateReadPixels(Context *context, |
| GLint x, |
| GLint y, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| void *pixels); |
| bool ValidateReleaseShaderCompiler(Context *context); |
| bool ValidateRenderbufferStorage(Context *context, |
| GLenum target, |
| GLenum internalformat, |
| GLsizei width, |
| GLsizei height); |
| bool ValidateSampleCoverage(Context *context, GLfloat value, GLboolean invert); |
| bool ValidateScissor(Context *context, GLint x, GLint y, GLsizei width, GLsizei height); |
| bool ValidateShaderBinary(Context *context, |
| GLsizei count, |
| const GLuint *shaders, |
| GLenum binaryformat, |
| const void *binary, |
| GLsizei length); |
| bool ValidateShaderSource(Context *context, |
| GLuint shader, |
| GLsizei count, |
| const GLchar *const *string, |
| const GLint *length); |
| bool ValidateStencilFunc(Context *context, GLenum func, GLint ref, GLuint mask); |
| bool ValidateStencilFuncSeparate(Context *context, |
| GLenum face, |
| GLenum func, |
| GLint ref, |
| GLuint mask); |
| bool ValidateStencilMask(Context *context, GLuint mask); |
| bool ValidateStencilMaskSeparate(Context *context, GLenum face, GLuint mask); |
| bool ValidateStencilOp(Context *context, GLenum fail, GLenum zfail, GLenum zpass); |
| bool ValidateStencilOpSeparate(Context *context, |
| GLenum face, |
| GLenum sfail, |
| GLenum dpfail, |
| GLenum dppass); |
| bool ValidateTexImage2D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint internalformat, |
| GLsizei width, |
| GLsizei height, |
| GLint border, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| bool ValidateTexParameterf(Context *context, TextureType targetPacked, GLenum pname, GLfloat param); |
| bool ValidateTexParameterfv(Context *context, |
| TextureType targetPacked, |
| GLenum pname, |
| const GLfloat *params); |
| bool ValidateTexParameteri(Context *context, TextureType targetPacked, GLenum pname, GLint param); |
| bool ValidateTexParameteriv(Context *context, |
| TextureType targetPacked, |
| GLenum pname, |
| const GLint *params); |
| bool ValidateTexSubImage2D(Context *context, |
| TextureTarget targetPacked, |
| GLint level, |
| GLint xoffset, |
| GLint yoffset, |
| GLsizei width, |
| GLsizei height, |
| GLenum format, |
| GLenum type, |
| const void *pixels); |
| bool ValidateUniform1f(Context *context, GLint location, GLfloat v0); |
| bool ValidateUniform1fv(Context *context, GLint location, GLsizei count, const GLfloat *value); |
| bool ValidateUniform1i(Context *context, GLint location, GLint v0); |
| bool ValidateUniform1iv(Context *context, GLint location, GLsizei count, const GLint *value); |
| bool ValidateUniform2f(Context *context, GLint location, GLfloat v0, GLfloat v1); |
| bool ValidateUniform2fv(Context *context, GLint location, GLsizei count, const GLfloat *value); |
| bool ValidateUniform2i(Context *context, GLint location, GLint v0, GLint v1); |
| bool ValidateUniform2iv(Context *context, GLint location, GLsizei count, const GLint *value); |
| bool ValidateUniform3f(Context *context, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); |
| bool ValidateUniform3fv(Context *context, GLint location, GLsizei count, const GLfloat *value); |
| bool ValidateUniform3i(Context *context, GLint location, GLint v0, GLint v1, GLint v2); |
| bool ValidateUniform3iv(Context *context, GLint location, GLsizei count, const GLint *value); |
| bool ValidateUniform4f(Context *context, |
| GLint location, |
| GLfloat v0, |
| GLfloat v1, |
| GLfloat v2, |
| GLfloat v3); |
| bool ValidateUniform4fv(Context *context, GLint location, GLsizei count, const GLfloat *value); |
| bool ValidateUniform4i(Context *context, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); |
| bool ValidateUniform4iv(Context *context, GLint location, GLsizei count, const GLint *value); |
| bool ValidateUniformMatrix2fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix3fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUniformMatrix4fv(Context *context, |
| GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value); |
| bool ValidateUseProgram(Context *context, GLuint program); |
| bool ValidateValidateProgram(Context *context, GLuint program); |
| bool ValidateVertexAttrib1f(Context *context, GLuint index, GLfloat x); |
| bool ValidateVertexAttrib1fv(Context *context, GLuint index, const GLfloat *v); |
| bool ValidateVertexAttrib2f(Context *context, GLuint index, GLfloat x, GLfloat y); |
| bool ValidateVertexAttrib2fv(Context *context, GLuint index, const GLfloat *v); |
| bool ValidateVertexAttrib3f(Context *context, GLuint index, GLfloat x, GLfloat y, GLfloat z); |
| bool ValidateVertexAttrib3fv(Context *context, GLuint index, const GLfloat *v); |
| bool ValidateVertexAttrib4f(Context *context, |
| GLuint index, |
| GLfloat x, |
| GLfloat y, |
| GLfloat z, |
| GLfloat w); |
| bool ValidateVertexAttrib4fv(Context *context, GLuint index, const GLfloat *v); |
| bool ValidateVertexAttribPointer(Context *context, |
| GLuint index, |
| GLint size, |
| VertexAttribType typePacked, |
| GLboolean normalized, |
| GLsizei stride, |
| const void *pointer); |
| bool ValidateViewport(Context *context, GLint x, GLint y, GLsizei width, GLsizei height); |
| } // namespace gl |
| |
| #endif // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ |