// 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. // // validationGL45_autogen.h: // Validation functions for the OpenGL 4.5 entry points. #ifndef LIBANGLE_VALIDATION_GL45_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL45_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBindTextureUnit(Context *context, GLuint unit, GLuint texture); bool ValidateBlitNamedFramebuffer(Context *context, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); bool ValidateCheckNamedFramebufferStatus(Context *context, GLuint framebuffer, GLenum target); bool ValidateClearNamedBufferData(Context *context, GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); bool ValidateClearNamedBufferSubData(Context *context, GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); bool ValidateClearNamedFramebufferfi(Context *context, GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); bool ValidateClearNamedFramebufferfv(Context *context, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); bool ValidateClearNamedFramebufferiv(Context *context, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); bool ValidateClearNamedFramebufferuiv(Context *context, GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); bool ValidateClipControl(Context *context, GLenum origin, GLenum depth); bool ValidateCompressedTextureSubImage1D(Context *context, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); bool ValidateCompressedTextureSubImage2D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); bool ValidateCompressedTextureSubImage3D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); bool ValidateCopyNamedBufferSubData(Context *context, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); bool ValidateCopyTextureSubImage1D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); bool ValidateCopyTextureSubImage2D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateCopyTextureSubImage3D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateCreateBuffers(Context *context, GLsizei n, GLuint *buffers); bool ValidateCreateFramebuffers(Context *context, GLsizei n, GLuint *framebuffers); bool ValidateCreateProgramPipelines(Context *context, GLsizei n, GLuint *pipelines); bool ValidateCreateQueries(Context *context, GLenum target, GLsizei n, GLuint *ids); bool ValidateCreateRenderbuffers(Context *context, GLsizei n, GLuint *renderbuffers); bool ValidateCreateSamplers(Context *context, GLsizei n, GLuint *samplers); bool ValidateCreateTextures(Context *context, GLenum target, GLsizei n, GLuint *textures); bool ValidateCreateTransformFeedbacks(Context *context, GLsizei n, GLuint *ids); bool ValidateCreateVertexArrays(Context *context, GLsizei n, GLuint *arrays); bool ValidateDisableVertexArrayAttrib(Context *context, GLuint vaobj, GLuint index); bool ValidateEnableVertexArrayAttrib(Context *context, GLuint vaobj, GLuint index); bool ValidateFlushMappedNamedBufferRange(Context *context, GLuint buffer, GLintptr offset, GLsizeiptr length); bool ValidateGenerateTextureMipmap(Context *context, GLuint texture); bool ValidateGetCompressedTextureImage(Context *context, GLuint texture, GLint level, GLsizei bufSize, void *pixels); bool ValidateGetCompressedTextureSubImage(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); bool ValidateGetGraphicsResetStatus(Context *context); bool ValidateGetNamedBufferParameteri64v(Context *context, GLuint buffer, GLenum pname, GLint64 *params); bool ValidateGetNamedBufferParameteriv(Context *context, GLuint buffer, GLenum pname, GLint *params); bool ValidateGetNamedBufferPointerv(Context *context, GLuint buffer, GLenum pname, void **params); bool ValidateGetNamedBufferSubData(Context *context, GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); bool ValidateGetNamedFramebufferAttachmentParameteriv(Context *context, GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); bool ValidateGetNamedFramebufferParameteriv(Context *context, GLuint framebuffer, GLenum pname, GLint *param); bool ValidateGetNamedRenderbufferParameteriv(Context *context, GLuint renderbuffer, GLenum pname, GLint *params); bool ValidateGetQueryBufferObjecti64v(Context *context, GLuint id, GLuint buffer, GLenum pname, GLintptr offset); bool ValidateGetQueryBufferObjectiv(Context *context, GLuint id, GLuint buffer, GLenum pname, GLintptr offset); bool ValidateGetQueryBufferObjectui64v(Context *context, GLuint id, GLuint buffer, GLenum pname, GLintptr offset); bool ValidateGetQueryBufferObjectuiv(Context *context, GLuint id, GLuint buffer, GLenum pname, GLintptr offset); bool ValidateGetTextureImage(Context *context, GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); bool ValidateGetTextureLevelParameterfv(Context *context, GLuint texture, GLint level, GLenum pname, GLfloat *params); bool ValidateGetTextureLevelParameteriv(Context *context, GLuint texture, GLint level, GLenum pname, GLint *params); bool ValidateGetTextureParameterIiv(Context *context, GLuint texture, GLenum pname, GLint *params); bool ValidateGetTextureParameterIuiv(Context *context, GLuint texture, GLenum pname, GLuint *params); bool ValidateGetTextureParameterfv(Context *context, GLuint texture, GLenum pname, GLfloat *params); bool ValidateGetTextureParameteriv(Context *context, GLuint texture, GLenum pname, GLint *params); bool ValidateGetTextureSubImage(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); bool ValidateGetTransformFeedbacki64_v(Context *context, GLuint xfb, GLenum pname, GLuint index, GLint64 *param); bool ValidateGetTransformFeedbacki_v(Context *context, GLuint xfb, GLenum pname, GLuint index, GLint *param); bool ValidateGetTransformFeedbackiv(Context *context, GLuint xfb, GLenum pname, GLint *param); bool ValidateGetVertexArrayIndexed64iv(Context *context, GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); bool ValidateGetVertexArrayIndexediv(Context *context, GLuint vaobj, GLuint index, GLenum pname, GLint *param); bool ValidateGetVertexArrayiv(Context *context, GLuint vaobj, GLenum pname, GLint *param); bool ValidateGetnColorTable(Context *context, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); bool ValidateGetnCompressedTexImage(Context *context, GLenum target, GLint lod, GLsizei bufSize, void *pixels); bool ValidateGetnConvolutionFilter(Context *context, GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); bool ValidateGetnHistogram(Context *context, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); bool ValidateGetnMapdv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); bool ValidateGetnMapfv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); bool ValidateGetnMapiv(Context *context, GLenum target, GLenum query, GLsizei bufSize, GLint *v); bool ValidateGetnMinmax(Context *context, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); bool ValidateGetnPixelMapfv(Context *context, GLenum map, GLsizei bufSize, GLfloat *values); bool ValidateGetnPixelMapuiv(Context *context, GLenum map, GLsizei bufSize, GLuint *values); bool ValidateGetnPixelMapusv(Context *context, GLenum map, GLsizei bufSize, GLushort *values); bool ValidateGetnPolygonStipple(Context *context, GLsizei bufSize, GLubyte *pattern); bool ValidateGetnSeparableFilter(Context *context, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); bool ValidateGetnTexImage(Context *context, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); bool ValidateGetnUniformdv(Context *context, GLuint program, GLint location, GLsizei bufSize, GLdouble *params); bool ValidateGetnUniformfv(Context *context, GLuint program, GLint location, GLsizei bufSize, GLfloat *params); bool ValidateGetnUniformiv(Context *context, GLuint program, GLint location, GLsizei bufSize, GLint *params); bool ValidateGetnUniformuiv(Context *context, GLuint program, GLint location, GLsizei bufSize, GLuint *params); bool ValidateInvalidateNamedFramebufferData(Context *context, GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); bool ValidateInvalidateNamedFramebufferSubData(Context *context, GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateMapNamedBuffer(Context *context, GLuint buffer, GLenum access); bool ValidateMapNamedBufferRange(Context *context, GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); bool ValidateNamedBufferData(Context *context, GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); bool ValidateNamedBufferStorage(Context *context, GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); bool ValidateNamedBufferSubData(Context *context, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); bool ValidateNamedFramebufferDrawBuffer(Context *context, GLuint framebuffer, GLenum buf); bool ValidateNamedFramebufferDrawBuffers(Context *context, GLuint framebuffer, GLsizei n, const GLenum *bufs); bool ValidateNamedFramebufferParameteri(Context *context, GLuint framebuffer, GLenum pname, GLint param); bool ValidateNamedFramebufferReadBuffer(Context *context, GLuint framebuffer, GLenum src); bool ValidateNamedFramebufferRenderbuffer(Context *context, GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); bool ValidateNamedFramebufferTexture(Context *context, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); bool ValidateNamedFramebufferTextureLayer(Context *context, GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); bool ValidateNamedRenderbufferStorage(Context *context, GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateNamedRenderbufferStorageMultisample(Context *context, GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateReadnPixels(Context *context, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); bool ValidateTextureBarrier(Context *context); bool ValidateTextureBuffer(Context *context, GLuint texture, GLenum internalformat, GLuint buffer); bool ValidateTextureBufferRange(Context *context, GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); bool ValidateTextureParameterIiv(Context *context, GLuint texture, GLenum pname, const GLint *params); bool ValidateTextureParameterIuiv(Context *context, GLuint texture, GLenum pname, const GLuint *params); bool ValidateTextureParameterf(Context *context, GLuint texture, GLenum pname, GLfloat param); bool ValidateTextureParameterfv(Context *context, GLuint texture, GLenum pname, const GLfloat *param); bool ValidateTextureParameteri(Context *context, GLuint texture, GLenum pname, GLint param); bool ValidateTextureParameteriv(Context *context, GLuint texture, GLenum pname, const GLint *param); bool ValidateTextureStorage1D(Context *context, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); bool ValidateTextureStorage2D(Context *context, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateTextureStorage2DMultisample(Context *context, GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); bool ValidateTextureStorage3D(Context *context, GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateTextureStorage3DMultisample(Context *context, GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); bool ValidateTextureSubImage1D(Context *context, GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); bool ValidateTextureSubImage2D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); bool ValidateTextureSubImage3D(Context *context, GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); bool ValidateTransformFeedbackBufferBase(Context *context, GLuint xfb, GLuint index, GLuint buffer); bool ValidateTransformFeedbackBufferRange(Context *context, GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); bool ValidateUnmapNamedBuffer(Context *context, GLuint buffer); bool ValidateVertexArrayAttribBinding(Context *context, GLuint vaobj, GLuint attribindex, GLuint bindingindex); bool ValidateVertexArrayAttribFormat(Context *context, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); bool ValidateVertexArrayAttribIFormat(Context *context, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); bool ValidateVertexArrayAttribLFormat(Context *context, GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); bool ValidateVertexArrayBindingDivisor(Context *context, GLuint vaobj, GLuint bindingindex, GLuint divisor); bool ValidateVertexArrayElementBuffer(Context *context, GLuint vaobj, GLuint buffer); bool ValidateVertexArrayVertexBuffer(Context *context, GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); bool ValidateVertexArrayVertexBuffers(Context *context, GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); } // namespace gl #endif // LIBANGLE_VALIDATION_GL45_AUTOGEN_H_