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diff --git a/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h
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+++ b/gfx/angle/checkout/src/libANGLE/validationES2_autogen.h
@@ -0,0 +1,666 @@
+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.xml and gl_angle_ext.xml.
+//
+// Copyright 2020 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"
+#include "common/entry_points_enum_autogen.h"
+
+namespace gl
+{
+class Context;
+
+bool ValidateActiveTexture(const Context *context, angle::EntryPoint entryPoint, GLenum texture);
+bool ValidateAttachShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ ShaderProgramID shaderPacked);
+bool ValidateBindAttribLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint index,
+ const GLchar *name);
+bool ValidateBindBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ BufferID bufferPacked);
+bool ValidateBindFramebuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ FramebufferID framebufferPacked);
+bool ValidateBindRenderbuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ RenderbufferID renderbufferPacked);
+bool ValidateBindTexture(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ TextureID texturePacked);
+bool ValidateBlendColor(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLfloat red,
+ GLfloat green,
+ GLfloat blue,
+ GLfloat alpha);
+bool ValidateBlendEquation(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
+bool ValidateBlendEquationSeparate(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum modeRGB,
+ GLenum modeAlpha);
+bool ValidateBlendFunc(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum sfactor,
+ GLenum dfactor);
+bool ValidateBlendFuncSeparate(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum sfactorRGB,
+ GLenum dfactorRGB,
+ GLenum sfactorAlpha,
+ GLenum dfactorAlpha);
+bool ValidateBufferData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLsizeiptr size,
+ const void *data,
+ BufferUsage usagePacked);
+bool ValidateBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLintptr offset,
+ GLsizeiptr size,
+ const void *data);
+bool ValidateCheckFramebufferStatus(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target);
+bool ValidateClear(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask);
+bool ValidateClearColor(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLfloat red,
+ GLfloat green,
+ GLfloat blue,
+ GLfloat alpha);
+bool ValidateClearDepthf(const Context *context, angle::EntryPoint entryPoint, GLfloat d);
+bool ValidateClearStencil(const Context *context, angle::EntryPoint entryPoint, GLint s);
+bool ValidateColorMask(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLboolean red,
+ GLboolean green,
+ GLboolean blue,
+ GLboolean alpha);
+bool ValidateCompileShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked);
+bool ValidateCompressedTexImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLsizei imageSize,
+ const void *data);
+bool ValidateCompressedTexSubImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data);
+bool ValidateCopyTexImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum internalformat,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLint border);
+bool ValidateCopyTexSubImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+bool ValidateCreateProgram(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateCreateShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderType typePacked);
+bool ValidateCullFace(const Context *context,
+ angle::EntryPoint entryPoint,
+ CullFaceMode modePacked);
+bool ValidateDeleteBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const BufferID *buffersPacked);
+bool ValidateDeleteFramebuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const FramebufferID *framebuffersPacked);
+bool ValidateDeleteProgram(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked);
+bool ValidateDeleteRenderbuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const RenderbufferID *renderbuffersPacked);
+bool ValidateDeleteShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked);
+bool ValidateDeleteTextures(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const TextureID *texturesPacked);
+bool ValidateDepthFunc(const Context *context, angle::EntryPoint entryPoint, GLenum func);
+bool ValidateDepthMask(const Context *context, angle::EntryPoint entryPoint, GLboolean flag);
+bool ValidateDepthRangef(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLfloat n,
+ GLfloat f);
+bool ValidateDetachShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ ShaderProgramID shaderPacked);
+bool ValidateDisable(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
+bool ValidateDisableVertexAttribArray(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index);
+bool ValidateDrawArrays(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ GLint first,
+ GLsizei count);
+bool ValidateDrawElements(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ GLsizei count,
+ DrawElementsType typePacked,
+ const void *indices);
+bool ValidateEnable(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
+bool ValidateEnableVertexAttribArray(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index);
+bool ValidateFinish(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateFlush(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateFramebufferRenderbuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum attachment,
+ GLenum renderbuffertarget,
+ RenderbufferID renderbufferPacked);
+bool ValidateFramebufferTexture2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum attachment,
+ TextureTarget textargetPacked,
+ TextureID texturePacked,
+ GLint level);
+bool ValidateFrontFace(const Context *context, angle::EntryPoint entryPoint, GLenum mode);
+bool ValidateGenBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const BufferID *buffersPacked);
+bool ValidateGenFramebuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const FramebufferID *framebuffersPacked);
+bool ValidateGenRenderbuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const RenderbufferID *renderbuffersPacked);
+bool ValidateGenTextures(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const TextureID *texturesPacked);
+bool ValidateGenerateMipmap(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked);
+bool ValidateGetActiveAttrib(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLint *size,
+ const GLenum *type,
+ const GLchar *name);
+bool ValidateGetActiveUniform(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLint *size,
+ const GLenum *type,
+ const GLchar *name);
+bool ValidateGetAttachedShaders(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLsizei maxCount,
+ const GLsizei *count,
+ const ShaderProgramID *shadersPacked);
+bool ValidateGetAttribLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ const GLchar *name);
+bool ValidateGetBooleanv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ const GLboolean *data);
+bool ValidateGetBufferParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetError(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateGetFloatv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ const GLfloat *data);
+bool ValidateGetFramebufferAttachmentParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum attachment,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetIntegerv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ const GLint *data);
+bool ValidateGetProgramInfoLog(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *infoLog);
+bool ValidateGetProgramiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetRenderbufferParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetShaderInfoLog(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *infoLog);
+bool ValidateGetShaderPrecisionFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum shadertype,
+ GLenum precisiontype,
+ const GLint *range,
+ const GLint *precision);
+bool ValidateGetShaderSource(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *source);
+bool ValidateGetShaderiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetString(const Context *context, angle::EntryPoint entryPoint, GLenum name);
+bool ValidateGetTexParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLfloat *params);
+bool ValidateGetTexParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetUniformLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ const GLchar *name);
+bool ValidateGetUniformfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ const GLfloat *params);
+bool ValidateGetUniformiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ const GLint *params);
+bool ValidateGetVertexAttribPointerv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum pname,
+ void *const *pointer);
+bool ValidateGetVertexAttribfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum pname,
+ const GLfloat *params);
+bool ValidateGetVertexAttribiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum pname,
+ const GLint *params);
+bool ValidateHint(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum mode);
+bool ValidateIsBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked);
+bool ValidateIsEnabled(const Context *context, angle::EntryPoint entryPoint, GLenum cap);
+bool ValidateIsFramebuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ FramebufferID framebufferPacked);
+bool ValidateIsProgram(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked);
+bool ValidateIsRenderbuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ RenderbufferID renderbufferPacked);
+bool ValidateIsShader(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked);
+bool ValidateIsTexture(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureID texturePacked);
+bool ValidateLineWidth(const Context *context, angle::EntryPoint entryPoint, GLfloat width);
+bool ValidateLinkProgram(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked);
+bool ValidatePixelStorei(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ GLint param);
+bool ValidatePolygonOffset(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLfloat factor,
+ GLfloat units);
+bool ValidateReadPixels(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+bool ValidateReleaseShaderCompiler(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateRenderbufferStorage(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+bool ValidateSampleCoverage(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLfloat value,
+ GLboolean invert);
+bool ValidateScissor(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+bool ValidateShaderBinary(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei count,
+ const ShaderProgramID *shadersPacked,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length);
+bool ValidateShaderSource(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID shaderPacked,
+ GLsizei count,
+ const GLchar *const *string,
+ const GLint *length);
+bool ValidateStencilFunc(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum func,
+ GLint ref,
+ GLuint mask);
+bool ValidateStencilFuncSeparate(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum face,
+ GLenum func,
+ GLint ref,
+ GLuint mask);
+bool ValidateStencilMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask);
+bool ValidateStencilMaskSeparate(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum face,
+ GLuint mask);
+bool ValidateStencilOp(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum fail,
+ GLenum zfail,
+ GLenum zpass);
+bool ValidateStencilOpSeparate(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum face,
+ GLenum sfail,
+ GLenum dpfail,
+ GLenum dppass);
+bool ValidateTexImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+bool ValidateTexParameterf(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLenum pname,
+ GLfloat param);
+bool ValidateTexParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLfloat *params);
+bool ValidateTexParameteri(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLenum pname,
+ GLint param);
+bool ValidateTexParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateTexSubImage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLsizei width,
+ GLsizei height,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+bool ValidateUniform1f(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLfloat v0);
+bool ValidateUniform1fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateUniform1i(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLint v0);
+bool ValidateUniform1iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateUniform2f(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1);
+bool ValidateUniform2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateUniform2i(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1);
+bool ValidateUniform2iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateUniform3f(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2);
+bool ValidateUniform3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateUniform3i(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1,
+ GLint v2);
+bool ValidateUniform3iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateUniform4f(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2,
+ GLfloat v3);
+bool ValidateUniform4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateUniform4i(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1,
+ GLint v2,
+ GLint v3);
+bool ValidateUniform4iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateUniformMatrix2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUseProgram(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked);
+bool ValidateValidateProgram(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked);
+bool ValidateVertexAttrib1f(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLfloat x);
+bool ValidateVertexAttrib1fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLfloat *v);
+bool ValidateVertexAttrib2f(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLfloat x,
+ GLfloat y);
+bool ValidateVertexAttrib2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLfloat *v);
+bool ValidateVertexAttrib3f(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z);
+bool ValidateVertexAttrib3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLfloat *v);
+bool ValidateVertexAttrib4f(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLfloat x,
+ GLfloat y,
+ GLfloat z,
+ GLfloat w);
+bool ValidateVertexAttrib4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLfloat *v);
+bool ValidateVertexAttribPointer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint size,
+ VertexAttribType typePacked,
+ GLboolean normalized,
+ GLsizei stride,
+ const void *pointer);
+bool ValidateViewport(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+} // namespace gl
+
+#endif // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_