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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/validationES2_autogen.h
parentInitial commit. (diff)
downloadfirefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz
firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationES2_autogen.h')
-rw-r--r--gfx/angle/checkout/src/libANGLE/validationES2_autogen.h356
1 files changed, 356 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h
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@@ -0,0 +1,356 @@
+// 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, GLuint renderbuffer);
+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 GLuint *renderbuffers);
+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,
+ GLuint renderbuffer);
+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, GLuint *renderbuffers);
+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, GLuint renderbuffer);
+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_