summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/validationGL4_autogen.h
blob: af433503e541739a9a0c4dba1a32affbe6a93dca (plain)
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
// 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_