1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
|
// 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_
|