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diff --git a/gfx/angle/checkout/src/libANGLE/validationES3_autogen.h b/gfx/angle/checkout/src/libANGLE/validationES3_autogen.h
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+++ b/gfx/angle/checkout/src/libANGLE/validationES3_autogen.h
@@ -0,0 +1,578 @@
+// 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.
+//
+// validationES3_autogen.h:
+// Validation functions for the OpenGL ES 3.0 entry points.
+
+#ifndef LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
+#define LIBANGLE_VALIDATION_ES3_AUTOGEN_H_
+
+#include "common/PackedEnums.h"
+#include "common/entry_points_enum_autogen.h"
+
+namespace gl
+{
+class Context;
+
+bool ValidateBeginQuery(const Context *context,
+ angle::EntryPoint entryPoint,
+ QueryType targetPacked,
+ QueryID idPacked);
+bool ValidateBeginTransformFeedback(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode primitiveModePacked);
+bool ValidateBindBufferBase(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLuint index,
+ BufferID bufferPacked);
+bool ValidateBindBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLuint index,
+ BufferID bufferPacked,
+ GLintptr offset,
+ GLsizeiptr size);
+bool ValidateBindSampler(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint unit,
+ SamplerID samplerPacked);
+bool ValidateBindTransformFeedback(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ TransformFeedbackID idPacked);
+bool ValidateBindVertexArray(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID arrayPacked);
+bool ValidateBlitFramebuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLint srcX0,
+ GLint srcY0,
+ GLint srcX1,
+ GLint srcY1,
+ GLint dstX0,
+ GLint dstY0,
+ GLint dstX1,
+ GLint dstY1,
+ GLbitfield mask,
+ GLenum filter);
+bool ValidateClearBufferfi(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum buffer,
+ GLint drawbuffer,
+ GLfloat depth,
+ GLint stencil);
+bool ValidateClearBufferfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLfloat *value);
+bool ValidateClearBufferiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLint *value);
+bool ValidateClearBufferuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum buffer,
+ GLint drawbuffer,
+ const GLuint *value);
+bool ValidateClientWaitSync(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout);
+bool ValidateCompressedTexImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLsizei imageSize,
+ const void *data);
+bool ValidateCompressedTexSubImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLsizei imageSize,
+ const void *data);
+bool ValidateCopyBufferSubData(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding readTargetPacked,
+ BufferBinding writeTargetPacked,
+ GLintptr readOffset,
+ GLintptr writeOffset,
+ GLsizeiptr size);
+bool ValidateCopyTexSubImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+bool ValidateDeleteQueries(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const QueryID *idsPacked);
+bool ValidateDeleteSamplers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei count,
+ const SamplerID *samplersPacked);
+bool ValidateDeleteSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync);
+bool ValidateDeleteTransformFeedbacks(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const TransformFeedbackID *idsPacked);
+bool ValidateDeleteVertexArrays(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const VertexArrayID *arraysPacked);
+bool ValidateDrawArraysInstanced(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ GLint first,
+ GLsizei count,
+ GLsizei instancecount);
+bool ValidateDrawBuffers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const GLenum *bufs);
+bool ValidateDrawElementsInstanced(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ GLsizei count,
+ DrawElementsType typePacked,
+ const void *indices,
+ GLsizei instancecount);
+bool ValidateDrawRangeElements(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ GLuint start,
+ GLuint end,
+ GLsizei count,
+ DrawElementsType typePacked,
+ const void *indices);
+bool ValidateEndQuery(const Context *context, angle::EntryPoint entryPoint, QueryType targetPacked);
+bool ValidateEndTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateFenceSync(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum condition,
+ GLbitfield flags);
+bool ValidateFlushMappedBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLintptr offset,
+ GLsizeiptr length);
+bool ValidateFramebufferTextureLayer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum attachment,
+ TextureID texturePacked,
+ GLint level,
+ GLint layer);
+bool ValidateGenQueries(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const QueryID *idsPacked);
+bool ValidateGenSamplers(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei count,
+ const SamplerID *samplersPacked);
+bool ValidateGenTransformFeedbacks(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const TransformFeedbackID *idsPacked);
+bool ValidateGenVertexArrays(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsizei n,
+ const VertexArrayID *arraysPacked);
+bool ValidateGetActiveUniformBlockName(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformBlockIndex uniformBlockIndexPacked,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *uniformBlockName);
+bool ValidateGetActiveUniformBlockiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformBlockIndex uniformBlockIndexPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetActiveUniformsiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetBufferParameteri64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLenum pname,
+ const GLint64 *params);
+bool ValidateGetBufferPointerv(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLenum pname,
+ void *const *params);
+bool ValidateGetFragDataLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ const GLchar *name);
+bool ValidateGetInteger64i_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ const GLint64 *data);
+bool ValidateGetInteger64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum pname,
+ const GLint64 *data);
+bool ValidateGetIntegeri_v(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLuint index,
+ const GLint *data);
+bool ValidateGetInternalformativ(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum internalformat,
+ GLenum pname,
+ GLsizei count,
+ const GLint *params);
+bool ValidateGetProgramBinary(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLenum *binaryFormat,
+ const void *binary);
+bool ValidateGetQueryObjectuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ QueryID idPacked,
+ GLenum pname,
+ const GLuint *params);
+bool ValidateGetQueryiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ QueryType targetPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetSamplerParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked,
+ GLenum pname,
+ const GLfloat *params);
+bool ValidateGetSamplerParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetStringi(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum name,
+ GLuint index);
+bool ValidateGetSynciv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsync sync,
+ GLenum pname,
+ GLsizei count,
+ const GLsizei *length,
+ const GLint *values);
+bool ValidateGetTransformFeedbackVarying(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint index,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLsizei *size,
+ const GLenum *type,
+ const GLchar *name);
+bool ValidateGetUniformBlockIndex(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ const GLchar *uniformBlockName);
+bool ValidateGetUniformIndices(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLsizei uniformCount,
+ const GLchar *const *uniformNames,
+ const GLuint *uniformIndices);
+bool ValidateGetUniformuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformLocation locationPacked,
+ const GLuint *params);
+bool ValidateGetVertexAttribIiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum pname,
+ const GLint *params);
+bool ValidateGetVertexAttribIuiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum pname,
+ const GLuint *params);
+bool ValidateInvalidateFramebuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments);
+bool ValidateInvalidateSubFramebuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei numAttachments,
+ const GLenum *attachments,
+ GLint x,
+ GLint y,
+ GLsizei width,
+ GLsizei height);
+bool ValidateIsQuery(const Context *context, angle::EntryPoint entryPoint, QueryID idPacked);
+bool ValidateIsSampler(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked);
+bool ValidateIsSync(const Context *context, angle::EntryPoint entryPoint, GLsync sync);
+bool ValidateIsTransformFeedback(const Context *context,
+ angle::EntryPoint entryPoint,
+ TransformFeedbackID idPacked);
+bool ValidateIsVertexArray(const Context *context,
+ angle::EntryPoint entryPoint,
+ VertexArrayID arrayPacked);
+bool ValidateMapBufferRange(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked,
+ GLintptr offset,
+ GLsizeiptr length,
+ GLbitfield access);
+bool ValidatePauseTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateProgramBinary(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum binaryFormat,
+ const void *binary,
+ GLsizei length);
+bool ValidateProgramParameteri(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLenum pname,
+ GLint value);
+bool ValidateReadBuffer(const Context *context, angle::EntryPoint entryPoint, GLenum src);
+bool ValidateRenderbufferStorageMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+bool ValidateResumeTransformFeedback(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateSamplerParameterf(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked,
+ GLenum pname,
+ GLfloat param);
+bool ValidateSamplerParameterfv(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked,
+ GLenum pname,
+ const GLfloat *param);
+bool ValidateSamplerParameteri(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked,
+ GLenum pname,
+ GLint param);
+bool ValidateSamplerParameteriv(const Context *context,
+ angle::EntryPoint entryPoint,
+ SamplerID samplerPacked,
+ GLenum pname,
+ const GLint *param);
+bool ValidateTexImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLint border,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+bool ValidateTexStorage2D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height);
+bool ValidateTexStorage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureType targetPacked,
+ GLsizei levels,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth);
+bool ValidateTexSubImage3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ TextureTarget targetPacked,
+ GLint level,
+ GLint xoffset,
+ GLint yoffset,
+ GLint zoffset,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLenum format,
+ GLenum type,
+ const void *pixels);
+bool ValidateTransformFeedbackVaryings(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLsizei count,
+ const GLchar *const *varyings,
+ GLenum bufferMode);
+bool ValidateUniform1ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLuint v0);
+bool ValidateUniform1uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateUniform2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLuint v0,
+ GLuint v1);
+bool ValidateUniform2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateUniform3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2);
+bool ValidateUniform3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateUniform4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLuint v0,
+ GLuint v1,
+ GLuint v2,
+ GLuint v3);
+bool ValidateUniform4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ const GLuint *value);
+bool ValidateUniformBlockBinding(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ UniformBlockIndex uniformBlockIndexPacked,
+ GLuint uniformBlockBinding);
+bool ValidateUniformMatrix2x3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix2x4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix3x2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix3x4fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix4x2fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUniformMatrix4x3fv(const Context *context,
+ angle::EntryPoint entryPoint,
+ UniformLocation locationPacked,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value);
+bool ValidateUnmapBuffer(const Context *context,
+ angle::EntryPoint entryPoint,
+ BufferBinding targetPacked);
+bool ValidateVertexAttribDivisor(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLuint divisor);
+bool ValidateVertexAttribI4i(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint x,
+ GLint y,
+ GLint z,
+ GLint w);
+bool ValidateVertexAttribI4iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLint *v);
+bool ValidateVertexAttribI4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLuint x,
+ GLuint y,
+ GLuint z,
+ GLuint w);
+bool ValidateVertexAttribI4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLuint *v);
+bool ValidateVertexAttribIPointer(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint size,
+ VertexAttribType typePacked,
+ GLsizei stride,
+ const void *pointer);
+bool ValidateWaitSync(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLsync sync,
+ GLbitfield flags,
+ GLuint64 timeout);
+} // namespace gl
+
+#endif // LIBANGLE_VALIDATION_ES3_AUTOGEN_H_