// GENERATED FILE - DO NOT EDIT. // Generated by generate_entry_points.py using data from gl.xml and wgl.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. // // validationGL3_autogen.h: // Validation functions for the OpenGL 3.0 entry points. #ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBeginConditionalRender(Context *context, GLuint id, GLenum mode); bool ValidateBindFragDataLocation(Context *context, GLuint program, GLuint color, const GLchar *name); bool ValidateClampColor(Context *context, GLenum target, GLenum clamp); bool ValidateColorMaski(Context *context, GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); bool ValidateDisablei(Context *context, GLenum target, GLuint index); bool ValidateEnablei(Context *context, GLenum target, GLuint index); bool ValidateEndConditionalRender(Context *context); bool ValidateFramebufferTexture1D(Context *context, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); bool ValidateFramebufferTexture3D(Context *context, GLenum target, GLenum attachment, TextureTarget textargetPacked, GLuint texture, GLint level, GLint zoffset); bool ValidateGetTexParameterIiv(Context *context, TextureType targetPacked, GLenum pname, GLint *params); bool ValidateGetTexParameterIuiv(Context *context, TextureType targetPacked, GLenum pname, GLuint *params); bool ValidateIsEnabledi(Context *context, GLenum target, GLuint index); bool ValidateTexParameterIiv(Context *context, TextureType targetPacked, GLenum pname, const GLint *params); bool ValidateTexParameterIuiv(Context *context, TextureType targetPacked, GLenum pname, const GLuint *params); bool ValidateVertexAttribI1i(Context *context, GLuint index, GLint x); bool ValidateVertexAttribI1iv(Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI1ui(Context *context, GLuint index, GLuint x); bool ValidateVertexAttribI1uiv(Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribI2i(Context *context, GLuint index, GLint x, GLint y); bool ValidateVertexAttribI2iv(Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI2ui(Context *context, GLuint index, GLuint x, GLuint y); bool ValidateVertexAttribI2uiv(Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribI3i(Context *context, GLuint index, GLint x, GLint y, GLint z); bool ValidateVertexAttribI3iv(Context *context, GLuint index, const GLint *v); bool ValidateVertexAttribI3ui(Context *context, GLuint index, GLuint x, GLuint y, GLuint z); bool ValidateVertexAttribI3uiv(Context *context, GLuint index, const GLuint *v); bool ValidateVertexAttribI4bv(Context *context, GLuint index, const GLbyte *v); bool ValidateVertexAttribI4sv(Context *context, GLuint index, const GLshort *v); bool ValidateVertexAttribI4ubv(Context *context, GLuint index, const GLubyte *v); bool ValidateVertexAttribI4usv(Context *context, GLuint index, const GLushort *v); } // namespace gl #endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_