// 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. // // validationGL4_autogen.h: // Validation functions for the OpenGL 4.0 entry points. #ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ #include "common/PackedEnums.h" namespace gl { class Context; bool ValidateBeginQueryIndexed(Context *context, GLenum target, GLuint index, GLuint id); bool ValidateBlendEquationSeparatei(Context *context, GLuint buf, GLenum modeRGB, GLenum modeAlpha); bool ValidateBlendEquationi(Context *context, GLuint buf, GLenum mode); bool ValidateBlendFuncSeparatei(Context *context, GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); bool ValidateBlendFunci(Context *context, GLuint buf, GLenum src, GLenum dst); bool ValidateDrawTransformFeedback(Context *context, GLenum mode, GLuint id); bool ValidateDrawTransformFeedbackStream(Context *context, GLenum mode, GLuint id, GLuint stream); bool ValidateEndQueryIndexed(Context *context, GLenum target, GLuint index); bool ValidateGetActiveSubroutineName(Context *context, GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); bool ValidateGetActiveSubroutineUniformName(Context *context, GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name); bool ValidateGetActiveSubroutineUniformiv(Context *context, GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); bool ValidateGetProgramStageiv(Context *context, GLuint program, GLenum shadertype, GLenum pname, GLint *values); bool ValidateGetQueryIndexediv(Context *context, GLenum target, GLuint index, GLenum pname, GLint *params); bool ValidateGetSubroutineIndex(Context *context, GLuint program, GLenum shadertype, const GLchar *name); bool ValidateGetSubroutineUniformLocation(Context *context, GLuint program, GLenum shadertype, const GLchar *name); bool ValidateGetUniformSubroutineuiv(Context *context, GLenum shadertype, GLint location, GLuint *params); bool ValidateGetUniformdv(Context *context, GLuint program, GLint location, GLdouble *params); bool ValidateMinSampleShading(Context *context, GLfloat value); bool ValidatePatchParameterfv(Context *context, GLenum pname, const GLfloat *values); bool ValidatePatchParameteri(Context *context, GLenum pname, GLint value); bool ValidateUniform1d(Context *context, GLint location, GLdouble x); bool ValidateUniform1dv(Context *context, GLint location, GLsizei count, const GLdouble *value); bool ValidateUniform2d(Context *context, GLint location, GLdouble x, GLdouble y); bool ValidateUniform2dv(Context *context, GLint location, GLsizei count, const GLdouble *value); bool ValidateUniform3d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z); bool ValidateUniform3dv(Context *context, GLint location, GLsizei count, const GLdouble *value); bool ValidateUniform4d(Context *context, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateUniform4dv(Context *context, GLint location, GLsizei count, const GLdouble *value); bool ValidateUniformMatrix2dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix2x3dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix2x4dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3x2dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3x4dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4x2dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4x3dv(Context *context, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformSubroutinesuiv(Context *context, GLenum shadertype, GLsizei count, const GLuint *indices); } // namespace gl #endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_