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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/validationGL3_autogen.h')
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1 files changed, 367 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/validationGL3_autogen.h b/gfx/angle/checkout/src/libANGLE/validationGL3_autogen.h new file mode 100644 index 0000000000..1f71153cb1 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/validationGL3_autogen.h @@ -0,0 +1,367 @@ +// 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_ |