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diff --git a/gfx/angle/checkout/src/libANGLE/validationES31_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES31_autogen.h
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+// 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.
+//
+// validationES31_autogen.h:
+// Validation functions for the OpenGL ES 3.1 entry points.
+
+#ifndef LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
+#define LIBANGLE_VALIDATION_ES31_AUTOGEN_H_
+
+#include "common/PackedEnums.h"
+#include "common/entry_points_enum_autogen.h"
+
+namespace gl
+{
+class Context;
+
+bool ValidateActiveShaderProgram(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked,
+ ShaderProgramID programPacked);
+bool ValidateBindImageTexture(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint unit,
+ TextureID texturePacked,
+ GLint level,
+ GLboolean layered,
+ GLint layer,
+ GLenum access,
+ GLenum format);
+bool ValidateBindProgramPipeline(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked);
+bool ValidateBindVertexBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint bindingindex,
+ BufferID bufferPacked,
+ GLintptr offset,
+ GLsizei stride);
+bool ValidateCreateShaderProgramv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderType typePacked,
+ GLsizei count,
+ const GLchar *const *strings);
+bool ValidateDeleteProgramPipelines(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const ProgramPipelineID *pipelinesPacked);
+bool ValidateDispatchCompute(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint num_groups_x,
+ GLuint num_groups_y,
+ GLuint num_groups_z);
+bool ValidateDispatchComputeIndirect(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLintptr indirect);
+bool ValidateDrawArraysIndirect(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ const void *indirect);
+bool ValidateDrawElementsIndirect(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ DrawElementsType typePacked,
+ const void *indirect);
+bool ValidateFramebufferParameteri(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum pname,
+ GLint param);
+bool ValidateGenProgramPipelines(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const ProgramPipelineID *pipelinesPacked);
+bool ValidateGetBooleani_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ const GLboolean *data);
+bool ValidateGetFramebufferParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetMultisamplefv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ GLuint index,
+ const GLfloat *val);
+bool ValidateGetProgramInterfaceiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum programInterface,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetProgramPipelineInfoLog(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *infoLog);
+bool ValidateGetProgramPipelineiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetProgramResourceIndex(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum programInterface,
+ const GLchar *name);
+bool ValidateGetProgramResourceLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum programInterface,
+ const GLchar *name);
+bool ValidateGetProgramResourceName(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum programInterface,
+ GLuint index,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *name);
+bool ValidateGetProgramResourceiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum programInterface,
+ GLuint index,
+ GLsizei propCount,
+ const GLenum *props,
+ GLsizei count,
+ const GLsizei *length,
+ const GLint *params);
+bool ValidateGetTexLevelParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum pname,
+ const GLfloat *params);
+bool ValidateGetTexLevelParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum pname,
+ const GLint *params);
+bool ValidateIsProgramPipeline(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked);
+bool ValidateMemoryBarrier(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLbitfield barriers);
+bool ValidateMemoryBarrierByRegion(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLbitfield barriers);
+bool ValidateProgramUniform1f(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLfloat v0);
+bool ValidateProgramUniform1fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateProgramUniform1i(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLint v0);
+bool ValidateProgramUniform1iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateProgramUniform1ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLuint v0);
+bool ValidateProgramUniform1uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateProgramUniform2f(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1);
+bool ValidateProgramUniform2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateProgramUniform2i(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1);
+bool ValidateProgramUniform2iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateProgramUniform2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLuint v0,
+ GLuint v1);
+bool ValidateProgramUniform2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateProgramUniform3f(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2);
+bool ValidateProgramUniform3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateProgramUniform3i(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1,
+ GLint v2);
+bool ValidateProgramUniform3iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateProgramUniform3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2);
+bool ValidateProgramUniform3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateProgramUniform4f(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLfloat v0,
+ GLfloat v1,
+ GLfloat v2,
+ GLfloat v3);
+bool ValidateProgramUniform4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLfloat *value);
+bool ValidateProgramUniform4i(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLint v0,
+ GLint v1,
+ GLint v2,
+ GLint v3);
+bool ValidateProgramUniform4iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLint *value);
+bool ValidateProgramUniform4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2,
+ GLuint v3);
+bool ValidateProgramUniform4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateProgramUniformMatrix2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix2x3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix2x4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix3x2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix3x4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix4x2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateProgramUniformMatrix4x3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateSampleMaski(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint maskNumber,
+ GLbitfield mask);
+bool ValidateTexStorage2DMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations);
+bool ValidateUseProgramStages(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked,
+ GLbitfield stages,
+ ShaderProgramID programPacked);
+bool ValidateValidateProgramPipeline(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProgramPipelineID pipelinePacked);
+bool ValidateVertexAttribBinding(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint attribindex,
+ GLuint bindingindex);
+bool ValidateVertexAttribFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint attribindex,
+ GLint size,
+ VertexAttribType typePacked,
+ GLboolean normalized,
+ GLuint relativeoffset);
+bool ValidateVertexAttribIFormat(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint attribindex,
+ GLint size,
+ VertexAttribType typePacked,
+ GLuint relativeoffset);
+bool ValidateVertexBindingDivisor(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint bindingindex,
+ GLuint divisor);
+} // namespace gl
+
+#endif // LIBANGLE_VALIDATION_ES31_AUTOGEN_H_