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diff --git a/gfx/angle/checkout/src/libANGLE/validationGL3_autogen.h b/gfx/angle/checkout/src/libANGLE/validationGL3_autogen.h
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+// GENERATED FILE - DO NOT EDIT.
+// Generated by generate_entry_points.py using data from gl.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.
+//
+// validationGL3_autogen.h:
+// Validation functions for the OpenGL Desktop GL 3.x entry points.
+
+#ifndef LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
+#define LIBANGLE_VALIDATION_GL3_AUTOGEN_H_
+
+#include "common/PackedEnums.h"
+#include "common/entry_points_enum_autogen.h"
+
+namespace gl
+{
+class Context;
+
+// GL 3.0
+bool ValidateBeginConditionalRender(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint id,
+ GLenum mode);
+bool ValidateBindFragDataLocation(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint color,
+ const GLchar *name);
+bool ValidateClampColor(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum clamp);
+bool ValidateEndConditionalRender(const Context *context, angle::EntryPoint entryPoint);
+bool ValidateFramebufferTexture1D(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum attachment,
+ TextureTarget textargetPacked,
+ TextureID texturePacked,
+ GLint level);
+bool ValidateFramebufferTexture3D(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLenum attachment,
+ TextureTarget textargetPacked,
+ TextureID texturePacked,
+ GLint level,
+ GLint zoffset);
+bool ValidateVertexAttribI1i(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint x);
+bool ValidateVertexAttribI1iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLint *v);
+bool ValidateVertexAttribI1ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLuint x);
+bool ValidateVertexAttribI1uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLuint *v);
+bool ValidateVertexAttribI2i(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint x,
+ GLint y);
+bool ValidateVertexAttribI2iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLint *v);
+bool ValidateVertexAttribI2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLuint x,
+ GLuint y);
+bool ValidateVertexAttribI2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLuint *v);
+bool ValidateVertexAttribI3i(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLint x,
+ GLint y,
+ GLint z);
+bool ValidateVertexAttribI3iv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLint *v);
+bool ValidateVertexAttribI3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLuint x,
+ GLuint y,
+ GLuint z);
+bool ValidateVertexAttribI3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLuint *v);
+bool ValidateVertexAttribI4bv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLbyte *v);
+bool ValidateVertexAttribI4sv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLshort *v);
+bool ValidateVertexAttribI4ubv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLubyte *v);
+bool ValidateVertexAttribI4usv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ const GLushort *v);
+
+// GL 3.1
+bool ValidateGetActiveUniformName(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint uniformIndex,
+ GLsizei bufSize,
+ const GLsizei *length,
+ const GLchar *uniformName);
+bool ValidatePrimitiveRestartIndex(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index);
+
+// GL 3.2
+bool ValidateMultiDrawElementsBaseVertex(const Context *context,
+ angle::EntryPoint entryPoint,
+ PrimitiveMode modePacked,
+ const GLsizei *count,
+ DrawElementsType typePacked,
+ const void *const *indices,
+ GLsizei drawcount,
+ const GLint *basevertex);
+bool ValidateProvokingVertex(const Context *context,
+ angle::EntryPoint entryPoint,
+ ProvokingVertexConvention modePacked);
+bool ValidateTexImage2DMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLboolean fixedsamplelocations);
+bool ValidateTexImage3DMultisample(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum target,
+ GLsizei samples,
+ GLenum internalformat,
+ GLsizei width,
+ GLsizei height,
+ GLsizei depth,
+ GLboolean fixedsamplelocations);
+
+// GL 3.3
+bool ValidateBindFragDataLocationIndexed(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ GLuint colorNumber,
+ GLuint index,
+ const GLchar *name);
+bool ValidateColorP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint color);
+bool ValidateColorP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *color);
+bool ValidateColorP4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint color);
+bool ValidateColorP4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *color);
+bool ValidateGetFragDataIndex(const Context *context,
+ angle::EntryPoint entryPoint,
+ ShaderProgramID programPacked,
+ const GLchar *name);
+bool ValidateGetQueryObjecti64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ QueryID idPacked,
+ GLenum pname,
+ const GLint64 *params);
+bool ValidateGetQueryObjectui64v(const Context *context,
+ angle::EntryPoint entryPoint,
+ QueryID idPacked,
+ GLenum pname,
+ const GLuint64 *params);
+bool ValidateMultiTexCoordP1ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ GLuint coords);
+bool ValidateMultiTexCoordP1uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateMultiTexCoordP2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ GLuint coords);
+bool ValidateMultiTexCoordP2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateMultiTexCoordP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ GLuint coords);
+bool ValidateMultiTexCoordP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateMultiTexCoordP4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ GLuint coords);
+bool ValidateMultiTexCoordP4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum texture,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateNormalP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint coords);
+bool ValidateNormalP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateQueryCounter(const Context *context,
+ angle::EntryPoint entryPoint,
+ QueryID idPacked,
+ QueryType targetPacked);
+bool ValidateSecondaryColorP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint color);
+bool ValidateSecondaryColorP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *color);
+bool ValidateTexCoordP1ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint coords);
+bool ValidateTexCoordP1uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateTexCoordP2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint coords);
+bool ValidateTexCoordP2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateTexCoordP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint coords);
+bool ValidateTexCoordP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateTexCoordP4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint coords);
+bool ValidateTexCoordP4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *coords);
+bool ValidateVertexAttribP1ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ GLuint value);
+bool ValidateVertexAttribP1uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value);
+bool ValidateVertexAttribP2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ GLuint value);
+bool ValidateVertexAttribP2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value);
+bool ValidateVertexAttribP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ GLuint value);
+bool ValidateVertexAttribP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value);
+bool ValidateVertexAttribP4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ GLuint value);
+bool ValidateVertexAttribP4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLuint index,
+ GLenum type,
+ GLboolean normalized,
+ const GLuint *value);
+bool ValidateVertexP2ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint value);
+bool ValidateVertexP2uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *value);
+bool ValidateVertexP3ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint value);
+bool ValidateVertexP3uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *value);
+bool ValidateVertexP4ui(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ GLuint value);
+bool ValidateVertexP4uiv(const Context *context,
+ angle::EntryPoint entryPoint,
+ GLenum type,
+ const GLuint *value);
+} // namespace gl
+
+#endif // LIBANGLE_VALIDATION_GL3_AUTOGEN_H_