// 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. // // validationES3_autogen.h: // Validation functions for the OpenGL ES 3.0 entry points. #ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ #define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBeginQuery(Context *context, QueryType targetPacked, GLuint id); bool ValidateBeginTransformFeedback(Context *context, PrimitiveMode primitiveModePacked); bool ValidateBindBufferBase(Context *context, BufferBinding targetPacked, GLuint index, GLuint buffer); bool ValidateBindBufferRange(Context *context, BufferBinding targetPacked, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); bool ValidateBindSampler(Context *context, GLuint unit, GLuint sampler); bool ValidateBindTransformFeedback(Context *context, GLenum target, GLuint id); bool ValidateBindVertexArray(Context *context, GLuint array); bool ValidateBlitFramebuffer(Context *context, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); bool ValidateClearBufferfi(Context *context, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); bool ValidateClearBufferfv(Context *context, GLenum buffer, GLint drawbuffer, const GLfloat *value); bool ValidateClearBufferiv(Context *context, GLenum buffer, GLint drawbuffer, const GLint *value); bool ValidateClearBufferuiv(Context *context, GLenum buffer, GLint drawbuffer, const GLuint *value); bool ValidateClientWaitSync(Context *context, GLsync sync, GLbitfield flags, GLuint64 timeout); bool ValidateCompressedTexImage3D(Context *context, TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); bool ValidateCompressedTexSubImage3D(Context *context, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); bool ValidateCopyBufferSubData(Context *context, BufferBinding readTargetPacked, BufferBinding writeTargetPacked, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); bool ValidateCopyTexSubImage3D(Context *context, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateDeleteQueries(Context *context, GLsizei n, const GLuint *ids); bool ValidateDeleteSamplers(Context *context, GLsizei count, const GLuint *samplers); bool ValidateDeleteSync(Context *context, GLsync sync); bool ValidateDeleteTransformFeedbacks(Context *context, GLsizei n, const GLuint *ids); bool ValidateDeleteVertexArrays(Context *context, GLsizei n, const GLuint *arrays); bool ValidateDrawArraysInstanced(Context *context, PrimitiveMode modePacked, GLint first, GLsizei count, GLsizei instancecount); bool ValidateDrawBuffers(Context *context, GLsizei n, const GLenum *bufs); bool ValidateDrawElementsInstanced(Context *context, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount); bool ValidateDrawRangeElements(Context *context, PrimitiveMode modePacked, GLuint start, GLuint end, GLsizei count, DrawElementsType typePacked, const void *indices); bool ValidateEndQuery(Context *context, QueryType targetPacked); bool ValidateEndTransformFeedback(Context *context); bool ValidateFenceSync(Context *context, GLenum condition, GLbitfield flags); bool ValidateFlushMappedBufferRange(Context *context, BufferBinding targetPacked, GLintptr offset, GLsizeiptr length); bool ValidateFramebufferTextureLayer(Context *context, GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); bool ValidateGenQueries(Context *context, GLsizei n, GLuint *ids); bool ValidateGenSamplers(Context *context, GLsizei count, GLuint *samplers); bool ValidateGenTransformFeedbacks(Context *context, GLsizei n, GLuint *ids); bool ValidateGenVertexArrays(Context *context, GLsizei n, GLuint *arrays); bool ValidateGetActiveUniformBlockName(Context *context, GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); bool ValidateGetActiveUniformBlockiv(Context *context, GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); bool ValidateGetActiveUniformsiv(Context *context, GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); bool ValidateGetBufferParameteri64v(Context *context, BufferBinding targetPacked, GLenum pname, GLint64 *params); bool ValidateGetBufferPointerv(Context *context, BufferBinding targetPacked, GLenum pname, void **params); bool ValidateGetFragDataLocation(Context *context, GLuint program, const GLchar *name); bool ValidateGetInteger64i_v(Context *context, GLenum target, GLuint index, GLint64 *data); bool ValidateGetInteger64v(Context *context, GLenum pname, GLint64 *data); bool ValidateGetIntegeri_v(Context *context, GLenum target, GLuint index, GLint *data); bool ValidateGetInternalformativ(Context *context, GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params); bool ValidateGetProgramBinary(Context *context, GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); bool ValidateGetQueryObjectuiv(Context *context, GLuint id, GLenum pname, GLuint *params); bool ValidateGetQueryiv(Context *context, QueryType targetPacked, GLenum pname, GLint *params); bool ValidateGetSamplerParameterfv(Context *context, GLuint sampler, GLenum pname, GLfloat *params); bool ValidateGetSamplerParameteriv(Context *context, GLuint sampler, GLenum pname, GLint *params); bool ValidateGetStringi(Context *context, GLenum name, GLuint index); bool ValidateGetSynciv(Context *context, GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values); bool ValidateGetTransformFeedbackVarying(Context *context, GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); bool ValidateGetUniformBlockIndex(Context *context, GLuint program, const GLchar *uniformBlockName); bool ValidateGetUniformIndices(Context *context, GLuint program, GLsizei uniformCount, const GLchar *const *uniformNames, GLuint *uniformIndices); bool ValidateGetUniformuiv(Context *context, GLuint program, GLint location, GLuint *params); bool ValidateGetVertexAttribIiv(Context *context, GLuint index, GLenum pname, GLint *params); bool ValidateGetVertexAttribIuiv(Context *context, GLuint index, GLenum pname, GLuint *params); bool ValidateInvalidateFramebuffer(Context *context, GLenum target, GLsizei numAttachments, const GLenum *attachments); bool ValidateInvalidateSubFramebuffer(Context *context, GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateIsQuery(Context *context, GLuint id); bool ValidateIsSampler(Context *context, GLuint sampler); bool ValidateIsSync(Context *context, GLsync sync); bool ValidateIsTransformFeedback(Context *context, GLuint id); bool ValidateIsVertexArray(Context *context, GLuint array); bool ValidateMapBufferRange(Context *context, BufferBinding targetPacked, GLintptr offset, GLsizeiptr length, GLbitfield access); bool ValidatePauseTransformFeedback(Context *context); bool ValidateProgramBinary(Context *context, GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); bool ValidateProgramParameteri(Context *context, GLuint program, GLenum pname, GLint value); bool ValidateReadBuffer(Context *context, GLenum src); bool ValidateRenderbufferStorageMultisample(Context *context, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateResumeTransformFeedback(Context *context); bool ValidateSamplerParameterf(Context *context, GLuint sampler, GLenum pname, GLfloat param); bool ValidateSamplerParameterfv(Context *context, GLuint sampler, GLenum pname, const GLfloat *param); bool ValidateSamplerParameteri(Context *context, GLuint sampler, GLenum pname, GLint param); bool ValidateSamplerParameteriv(Context *context, GLuint sampler, GLenum pname, const GLint *param); bool ValidateTexImage3D(Context *context, TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); bool ValidateTexStorage2D(Context *context, TextureType targetPacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateTexStorage3D(Context *context, TextureType targetPacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateTexSubImage3D(Context *context, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); bool ValidateTransformFeedbackVaryings(Context *context, GLuint program, GLsizei count, const GLchar *const *varyings, GLenum bufferMode); bool ValidateUniform1ui(Context *context, GLint location, GLuint v0); bool ValidateUniform1uiv(Context *context, GLint location, GLsizei count, const GLuint *value); bool ValidateUniform2ui(Context *context, GLint location, GLuint v0, GLuint v1); bool ValidateUniform2uiv(Context *context, GLint location, GLsizei count, const GLuint *value); bool ValidateUniform3ui(Context *context, GLint location, GLuint v0, GLuint v1, GLuint v2); bool ValidateUniform3uiv(Context *context, GLint location, GLsizei count, const GLuint *value); bool ValidateUniform4ui(Context *context, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); bool ValidateUniform4uiv(Context *context, GLint location, GLsizei count, const GLuint *value); bool ValidateUniformBlockBinding(Context *context, GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); bool ValidateUniformMatrix2x3fv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix2x4fv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix3x2fv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix3x4fv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix4x2fv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix4x3fv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUnmapBuffer(Context *context, BufferBinding targetPacked); bool ValidateVertexAttribDivisor(Context *context, GLuint index, GLuint divisor); bool ValidateVertexAttribI4i(Context *context, GLuint index, GLint x, GLint y, GLint z, GLint w); bool ValidateVertexAttribI4iv(Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI4ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); bool ValidateVertexAttribI4uiv(Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribIPointer(Context *context, GLuint index, GLint size, VertexAttribType typePacked, GLsizei stride, const void *pointer); bool ValidateWaitSync(Context *context, GLsync sync, GLbitfield flags, GLuint64 timeout); } // namespace gl #endif // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_