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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/validationES2_autogen.h | |
parent | Initial commit. (diff) | |
download | firefox-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.h | 356 |
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 new file mode 100644 index 0000000000..b2fa1184a1 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h @@ -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_ |