// 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_