// 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. // // validationGL4_autogen.h: // Validation functions for the OpenGL Desktop GL 4.x entry points. #ifndef LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ #define LIBANGLE_VALIDATION_GL4_AUTOGEN_H_ #include "common/PackedEnums.h" #include "common/entry_points_enum_autogen.h" namespace gl { class Context; // GL 4.0 bool ValidateBeginQueryIndexed(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index, QueryID idPacked); bool ValidateDrawTransformFeedback(const Context *context, angle::EntryPoint entryPoint, GLenum mode, TransformFeedbackID idPacked); bool ValidateDrawTransformFeedbackStream(const Context *context, angle::EntryPoint entryPoint, GLenum mode, TransformFeedbackID idPacked, GLuint stream); bool ValidateEndQueryIndexed(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index); bool ValidateGetActiveSubroutineName(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, const GLsizei *length, const GLchar *name); bool ValidateGetActiveSubroutineUniformName(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLsizei bufSize, const GLsizei *length, const GLchar *name); bool ValidateGetActiveSubroutineUniformiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum shadertype, GLuint index, GLenum pname, const GLint *values); bool ValidateGetProgramStageiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum shadertype, GLenum pname, const GLint *values); bool ValidateGetQueryIndexediv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index, GLenum pname, const GLint *params); bool ValidateGetSubroutineIndex(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name); bool ValidateGetSubroutineUniformLocation(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum shadertype, const GLchar *name); bool ValidateGetUniformSubroutineuiv(const Context *context, angle::EntryPoint entryPoint, GLenum shadertype, GLint location, const GLuint *params); bool ValidateGetUniformdv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, const GLdouble *params); bool ValidatePatchParameterfv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLfloat *values); bool ValidateUniform1d(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLdouble x); bool ValidateUniform1dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniform2d(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLdouble x, GLdouble y); bool ValidateUniform2dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniform3d(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z); bool ValidateUniform3dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniform4d(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateUniform4dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateUniformMatrix2dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix2x3dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix2x4dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3x2dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix3x4dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4x2dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformMatrix4x3dv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateUniformSubroutinesuiv(const Context *context, angle::EntryPoint entryPoint, GLenum shadertype, GLsizei count, const GLuint *indices); // GL 4.1 bool ValidateDepthRangeArrayv(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const GLdouble *v); bool ValidateDepthRangeIndexed(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble n, GLdouble f); bool ValidateGetDoublei_v(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index, const GLdouble *data); bool ValidateGetFloati_v(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint index, const GLfloat *data); bool ValidateGetVertexAttribLdv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, const GLdouble *params); bool ValidateProgramUniform1d(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0); bool ValidateProgramUniform1dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniform2d(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1); bool ValidateProgramUniform2dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniform3d(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1, GLdouble v2); bool ValidateProgramUniform3dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniform4d(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); bool ValidateProgramUniform4dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, const GLdouble *value); bool ValidateProgramUniformMatrix2dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix2x3dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix2x4dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix3dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix3x2dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix3x4dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix4dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix4x2dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateProgramUniformMatrix4x3dv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLdouble *value); bool ValidateScissorArrayv(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const GLint *v); bool ValidateScissorIndexed(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); bool ValidateScissorIndexedv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLint *v); bool ValidateVertexAttribL1d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x); bool ValidateVertexAttribL1dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v); bool ValidateVertexAttribL2d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x, GLdouble y); bool ValidateVertexAttribL2dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v); bool ValidateVertexAttribL3d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x, GLdouble y, GLdouble z); bool ValidateVertexAttribL3dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v); bool ValidateVertexAttribL4d(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); bool ValidateVertexAttribL4dv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLdouble *v); bool ValidateVertexAttribLPointer(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); bool ValidateViewportArrayv(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const GLfloat *v); bool ValidateViewportIndexedf(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); bool ValidateViewportIndexedfv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLfloat *v); // GL 4.2 bool ValidateDrawArraysInstancedBaseInstance(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); bool ValidateDrawElementsInstancedBaseInstance(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, GLuint baseinstance); bool ValidateDrawElementsInstancedBaseVertexBaseInstance(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); bool ValidateDrawTransformFeedbackInstanced(const Context *context, angle::EntryPoint entryPoint, GLenum mode, TransformFeedbackID idPacked, GLsizei instancecount); bool ValidateDrawTransformFeedbackStreamInstanced(const Context *context, angle::EntryPoint entryPoint, GLenum mode, TransformFeedbackID idPacked, GLuint stream, GLsizei instancecount); bool ValidateGetActiveAtomicCounterBufferiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint bufferIndex, GLenum pname, const GLint *params); bool ValidateTexStorage1D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); // GL 4.3 bool ValidateClearBufferData(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); bool ValidateClearBufferSubData(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); bool ValidateGetInternalformati64v(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum internalformat, GLenum pname, GLsizei count, const GLint64 *params); bool ValidateGetProgramResourceLocationIndex(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum programInterface, const GLchar *name); bool ValidateInvalidateBufferData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked); bool ValidateInvalidateBufferSubData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLintptr offset, GLsizeiptr length); bool ValidateInvalidateTexImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level); bool ValidateInvalidateTexSubImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); bool ValidateMultiDrawArraysIndirect(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, const void *indirect, GLsizei drawcount, GLsizei stride); bool ValidateMultiDrawElementsIndirect(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, DrawElementsType typePacked, const void *indirect, GLsizei drawcount, GLsizei stride); bool ValidateShaderStorageBlockBinding(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint storageBlockIndex, GLuint storageBlockBinding); bool ValidateTextureView(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); bool ValidateVertexAttribLFormat(const Context *context, angle::EntryPoint entryPoint, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); // GL 4.4 bool ValidateBindBuffersBase(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked); bool ValidateBindBuffersRange(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizeiptr *sizes); bool ValidateBindImageTextures(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const GLuint *textures); bool ValidateBindSamplers(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const GLuint *samplers); bool ValidateBindTextures(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const GLuint *textures); bool ValidateBindVertexBuffers(const Context *context, angle::EntryPoint entryPoint, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides); bool ValidateBufferStorage(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLsizeiptr size, const void *data, GLbitfield flags); bool ValidateClearTexImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLenum format, GLenum type, const void *data); bool ValidateClearTexSubImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); // GL 4.5 bool ValidateBindTextureUnit(const Context *context, angle::EntryPoint entryPoint, GLuint unit, TextureID texturePacked); bool ValidateBlitNamedFramebuffer(const Context *context, angle::EntryPoint entryPoint, GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); bool ValidateCheckNamedFramebufferStatus(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum target); bool ValidateClearNamedBufferData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLenum internalformat, GLenum format, GLenum type, const void *data); bool ValidateClearNamedBufferSubData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); bool ValidateClearNamedFramebufferfi(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); bool ValidateClearNamedFramebufferfv(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLfloat *value); bool ValidateClearNamedFramebufferiv(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLint *value); bool ValidateClearNamedFramebufferuiv(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum buffer, GLint drawbuffer, const GLuint *value); bool ValidateClipControl(const Context *context, angle::EntryPoint entryPoint, GLenum origin, GLenum depth); bool ValidateCompressedTextureSubImage1D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); bool ValidateCompressedTextureSubImage2D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); bool ValidateCompressedTextureSubImage3D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); bool ValidateCopyNamedBufferSubData(const Context *context, angle::EntryPoint entryPoint, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); bool ValidateCopyTextureSubImage1D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); bool ValidateCopyTextureSubImage2D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateCopyTextureSubImage3D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateCreateBuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const BufferID *buffersPacked); bool ValidateCreateFramebuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *framebuffers); bool ValidateCreateProgramPipelines(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *pipelines); bool ValidateCreateQueries(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei n, const GLuint *ids); bool ValidateCreateRenderbuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const RenderbufferID *renderbuffersPacked); bool ValidateCreateSamplers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *samplers); bool ValidateCreateTextures(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLsizei n, const GLuint *textures); bool ValidateCreateTransformFeedbacks(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const GLuint *ids); bool ValidateCreateVertexArrays(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const VertexArrayID *arraysPacked); bool ValidateDisableVertexArrayAttrib(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint index); bool ValidateEnableVertexArrayAttrib(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint index); bool ValidateFlushMappedNamedBufferRange(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLintptr offset, GLsizeiptr length); bool ValidateGenerateTextureMipmap(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked); bool ValidateGetCompressedTextureImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLsizei bufSize, const void *pixels); bool ValidateGetCompressedTextureSubImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, const void *pixels); bool ValidateGetNamedBufferParameteri64v(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLenum pname, const GLint64 *params); bool ValidateGetNamedBufferParameteriv(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLenum pname, const GLint *params); bool ValidateGetNamedBufferPointerv(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLenum pname, void *const *params); bool ValidateGetNamedBufferSubData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLintptr offset, GLsizeiptr size, const void *data); bool ValidateGetNamedFramebufferAttachmentParameteriv(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum attachment, GLenum pname, const GLint *params); bool ValidateGetNamedFramebufferParameteriv(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum pname, const GLint *param); bool ValidateGetNamedRenderbufferParameteriv(const Context *context, angle::EntryPoint entryPoint, RenderbufferID renderbufferPacked, GLenum pname, const GLint *params); bool ValidateGetQueryBufferObjecti64v(const Context *context, angle::EntryPoint entryPoint, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); bool ValidateGetQueryBufferObjectiv(const Context *context, angle::EntryPoint entryPoint, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); bool ValidateGetQueryBufferObjectui64v(const Context *context, angle::EntryPoint entryPoint, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); bool ValidateGetQueryBufferObjectuiv(const Context *context, angle::EntryPoint entryPoint, GLuint id, BufferID bufferPacked, GLenum pname, GLintptr offset); bool ValidateGetTextureImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLenum format, GLenum type, GLsizei bufSize, const void *pixels); bool ValidateGetTextureLevelParameterfv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLenum pname, const GLfloat *params); bool ValidateGetTextureLevelParameteriv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLenum pname, const GLint *params); bool ValidateGetTextureParameterIiv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLint *params); bool ValidateGetTextureParameterIuiv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLuint *params); bool ValidateGetTextureParameterfv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLfloat *params); bool ValidateGetTextureParameteriv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLint *params); bool ValidateGetTextureSubImage(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, const void *pixels); bool ValidateGetTransformFeedbacki64_v(const Context *context, angle::EntryPoint entryPoint, GLuint xfb, GLenum pname, GLuint index, const GLint64 *param); bool ValidateGetTransformFeedbacki_v(const Context *context, angle::EntryPoint entryPoint, GLuint xfb, GLenum pname, GLuint index, const GLint *param); bool ValidateGetTransformFeedbackiv(const Context *context, angle::EntryPoint entryPoint, GLuint xfb, GLenum pname, const GLint *param); bool ValidateGetVertexArrayIndexed64iv(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint index, GLenum pname, const GLint64 *param); bool ValidateGetVertexArrayIndexediv(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint index, GLenum pname, const GLint *param); bool ValidateGetVertexArrayiv(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLenum pname, const GLint *param); bool ValidateGetnColorTable(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum format, GLenum type, GLsizei bufSize, const void *table); bool ValidateGetnCompressedTexImage(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint lod, GLsizei bufSize, const void *pixels); bool ValidateGetnConvolutionFilter(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum format, GLenum type, GLsizei bufSize, const void *image); bool ValidateGetnHistogram(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, const void *values); bool ValidateGetnMapdv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum query, GLsizei bufSize, const GLdouble *v); bool ValidateGetnMapfv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum query, GLsizei bufSize, const GLfloat *v); bool ValidateGetnMapiv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum query, GLsizei bufSize, const GLint *v); bool ValidateGetnMinmax(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, const void *values); bool ValidateGetnPixelMapfv(const Context *context, angle::EntryPoint entryPoint, GLenum map, GLsizei bufSize, const GLfloat *values); bool ValidateGetnPixelMapuiv(const Context *context, angle::EntryPoint entryPoint, GLenum map, GLsizei bufSize, const GLuint *values); bool ValidateGetnPixelMapusv(const Context *context, angle::EntryPoint entryPoint, GLenum map, GLsizei bufSize, const GLushort *values); bool ValidateGetnPolygonStipple(const Context *context, angle::EntryPoint entryPoint, GLsizei bufSize, const GLubyte *pattern); bool ValidateGetnSeparableFilter(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, const void *row, GLsizei columnBufSize, const void *column, const void *span); bool ValidateGetnTexImage(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, const void *pixels); bool ValidateGetnUniformdv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, GLsizei bufSize, const GLdouble *params); bool ValidateInvalidateNamedFramebufferData(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLsizei numAttachments, const GLenum *attachments); bool ValidateInvalidateNamedFramebufferSubData(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateMapNamedBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLenum access); bool ValidateMapNamedBufferRange(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLintptr offset, GLsizeiptr length, GLbitfield access); bool ValidateNamedBufferData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLsizeiptr size, const void *data, GLenum usage); bool ValidateNamedBufferStorage(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLsizeiptr size, const void *data, GLbitfield flags); bool ValidateNamedBufferSubData(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked, GLintptr offset, GLsizeiptr size, const void *data); bool ValidateNamedFramebufferDrawBuffer(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum buf); bool ValidateNamedFramebufferDrawBuffers(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLsizei n, const GLenum *bufs); bool ValidateNamedFramebufferParameteri(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum pname, GLint param); bool ValidateNamedFramebufferReadBuffer(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum src); bool ValidateNamedFramebufferRenderbuffer(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum attachment, GLenum renderbuffertarget, RenderbufferID renderbufferPacked); bool ValidateNamedFramebufferTexture(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum attachment, TextureID texturePacked, GLint level); bool ValidateNamedFramebufferTextureLayer(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked, GLenum attachment, TextureID texturePacked, GLint level, GLint layer); bool ValidateNamedRenderbufferStorage(const Context *context, angle::EntryPoint entryPoint, RenderbufferID renderbufferPacked, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateNamedRenderbufferStorageMultisample(const Context *context, angle::EntryPoint entryPoint, RenderbufferID renderbufferPacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateTextureBarrier(const Context *context, angle::EntryPoint entryPoint); bool ValidateTextureBuffer(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum internalformat, BufferID bufferPacked); bool ValidateTextureBufferRange(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum internalformat, BufferID bufferPacked, GLintptr offset, GLsizeiptr size); bool ValidateTextureParameterIiv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLint *params); bool ValidateTextureParameterIuiv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLuint *params); bool ValidateTextureParameterf(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, GLfloat param); bool ValidateTextureParameterfv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLfloat *param); bool ValidateTextureParameteri(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, GLint param); bool ValidateTextureParameteriv(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLenum pname, const GLint *param); bool ValidateTextureStorage1D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLsizei levels, GLenum internalformat, GLsizei width); bool ValidateTextureStorage2D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateTextureStorage2DMultisample(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); bool ValidateTextureStorage3D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); bool ValidateTextureStorage3DMultisample(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); bool ValidateTextureSubImage1D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); bool ValidateTextureSubImage2D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); bool ValidateTextureSubImage3D(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); bool ValidateTransformFeedbackBufferBase(const Context *context, angle::EntryPoint entryPoint, GLuint xfb, GLuint index, BufferID bufferPacked); bool ValidateTransformFeedbackBufferRange(const Context *context, angle::EntryPoint entryPoint, GLuint xfb, GLuint index, BufferID bufferPacked, GLintptr offset, GLsizeiptr size); bool ValidateUnmapNamedBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked); bool ValidateVertexArrayAttribBinding(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint attribindex, GLuint bindingindex); bool ValidateVertexArrayAttribFormat(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); bool ValidateVertexArrayAttribIFormat(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); bool ValidateVertexArrayAttribLFormat(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); bool ValidateVertexArrayBindingDivisor(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint bindingindex, GLuint divisor); bool ValidateVertexArrayElementBuffer(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, BufferID bufferPacked); bool ValidateVertexArrayVertexBuffer(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint bindingindex, BufferID bufferPacked, GLintptr offset, GLsizei stride); bool ValidateVertexArrayVertexBuffers(const Context *context, angle::EntryPoint entryPoint, VertexArrayID vaobjPacked, GLuint first, GLsizei count, const BufferID *buffersPacked, const GLintptr *offsets, const GLsizei *strides); // GL 4.6 bool ValidateMultiDrawArraysIndirectCount(const Context *context, angle::EntryPoint entryPoint, GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); bool ValidateMultiDrawElementsIndirectCount(const Context *context, angle::EntryPoint entryPoint, GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); bool ValidatePolygonOffsetClamp(const Context *context, angle::EntryPoint entryPoint, GLfloat factor, GLfloat units, GLfloat clamp); bool ValidateSpecializeShader(const Context *context, angle::EntryPoint entryPoint, GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); } // namespace gl #endif // LIBANGLE_VALIDATION_GL4_AUTOGEN_H_