// 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. // // validationES2_autogen.h: // Validation functions for the OpenGL ES 2.0 entry points. #ifndef LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ #define LIBANGLE_VALIDATION_ES2_AUTOGEN_H_ #include "common/PackedEnums.h" #include "common/entry_points_enum_autogen.h" namespace gl { class Context; bool ValidateActiveTexture(const Context *context, angle::EntryPoint entryPoint, GLenum texture); bool ValidateAttachShader(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, ShaderProgramID shaderPacked); bool ValidateBindAttribLocation(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint index, const GLchar *name); bool ValidateBindBuffer(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, BufferID bufferPacked); bool ValidateBindFramebuffer(const Context *context, angle::EntryPoint entryPoint, GLenum target, FramebufferID framebufferPacked); bool ValidateBindRenderbuffer(const Context *context, angle::EntryPoint entryPoint, GLenum target, RenderbufferID renderbufferPacked); bool ValidateBindTexture(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, TextureID texturePacked); bool ValidateBlendColor(const Context *context, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); bool ValidateBlendEquation(const Context *context, angle::EntryPoint entryPoint, GLenum mode); bool ValidateBlendEquationSeparate(const Context *context, angle::EntryPoint entryPoint, GLenum modeRGB, GLenum modeAlpha); bool ValidateBlendFunc(const Context *context, angle::EntryPoint entryPoint, GLenum sfactor, GLenum dfactor); bool ValidateBlendFuncSeparate(const Context *context, angle::EntryPoint entryPoint, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); bool ValidateBufferData(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLsizeiptr size, const void *data, BufferUsage usagePacked); bool ValidateBufferSubData(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLintptr offset, GLsizeiptr size, const void *data); bool ValidateCheckFramebufferStatus(const Context *context, angle::EntryPoint entryPoint, GLenum target); bool ValidateClear(const Context *context, angle::EntryPoint entryPoint, GLbitfield mask); bool ValidateClearColor(const Context *context, angle::EntryPoint entryPoint, GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); bool ValidateClearDepthf(const Context *context, angle::EntryPoint entryPoint, GLfloat d); bool ValidateClearStencil(const Context *context, angle::EntryPoint entryPoint, GLint s); bool ValidateColorMask(const Context *context, angle::EntryPoint entryPoint, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); bool ValidateCompileShader(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked); bool ValidateCompressedTexImage2D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); bool ValidateCompressedTexSubImage2D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); bool ValidateCopyTexImage2D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); bool ValidateCopyTexSubImage2D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateCreateProgram(const Context *context, angle::EntryPoint entryPoint); bool ValidateCreateShader(const Context *context, angle::EntryPoint entryPoint, ShaderType typePacked); bool ValidateCullFace(const Context *context, angle::EntryPoint entryPoint, CullFaceMode modePacked); bool ValidateDeleteBuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const BufferID *buffersPacked); bool ValidateDeleteFramebuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const FramebufferID *framebuffersPacked); bool ValidateDeleteProgram(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked); bool ValidateDeleteRenderbuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const RenderbufferID *renderbuffersPacked); bool ValidateDeleteShader(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked); bool ValidateDeleteTextures(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const TextureID *texturesPacked); bool ValidateDepthFunc(const Context *context, angle::EntryPoint entryPoint, GLenum func); bool ValidateDepthMask(const Context *context, angle::EntryPoint entryPoint, GLboolean flag); bool ValidateDepthRangef(const Context *context, angle::EntryPoint entryPoint, GLfloat n, GLfloat f); bool ValidateDetachShader(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, ShaderProgramID shaderPacked); bool ValidateDisable(const Context *context, angle::EntryPoint entryPoint, GLenum cap); bool ValidateDisableVertexAttribArray(const Context *context, angle::EntryPoint entryPoint, GLuint index); bool ValidateDrawArrays(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLint first, GLsizei count); bool ValidateDrawElements(const Context *context, angle::EntryPoint entryPoint, PrimitiveMode modePacked, GLsizei count, DrawElementsType typePacked, const void *indices); bool ValidateEnable(const Context *context, angle::EntryPoint entryPoint, GLenum cap); bool ValidateEnableVertexAttribArray(const Context *context, angle::EntryPoint entryPoint, GLuint index); bool ValidateFinish(const Context *context, angle::EntryPoint entryPoint); bool ValidateFlush(const Context *context, angle::EntryPoint entryPoint); bool ValidateFramebufferRenderbuffer(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum attachment, GLenum renderbuffertarget, RenderbufferID renderbufferPacked); bool ValidateFramebufferTexture2D(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum attachment, TextureTarget textargetPacked, TextureID texturePacked, GLint level); bool ValidateFrontFace(const Context *context, angle::EntryPoint entryPoint, GLenum mode); bool ValidateGenBuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const BufferID *buffersPacked); bool ValidateGenFramebuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const FramebufferID *framebuffersPacked); bool ValidateGenRenderbuffers(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const RenderbufferID *renderbuffersPacked); bool ValidateGenTextures(const Context *context, angle::EntryPoint entryPoint, GLsizei n, const TextureID *texturesPacked); bool ValidateGenerateMipmap(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked); bool ValidateGetActiveAttrib(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, const GLsizei *length, const GLint *size, const GLenum *type, const GLchar *name); bool ValidateGetActiveUniform(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLuint index, GLsizei bufSize, const GLsizei *length, const GLint *size, const GLenum *type, const GLchar *name); bool ValidateGetAttachedShaders(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLsizei maxCount, const GLsizei *count, const ShaderProgramID *shadersPacked); bool ValidateGetAttribLocation(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, const GLchar *name); bool ValidateGetBooleanv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLboolean *data); bool ValidateGetBufferParameteriv(const Context *context, angle::EntryPoint entryPoint, BufferBinding targetPacked, GLenum pname, const GLint *params); bool ValidateGetError(const Context *context, angle::EntryPoint entryPoint); bool ValidateGetFloatv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLfloat *data); bool ValidateGetFramebufferAttachmentParameteriv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum attachment, GLenum pname, const GLint *params); bool ValidateGetIntegerv(const Context *context, angle::EntryPoint entryPoint, GLenum pname, const GLint *data); bool ValidateGetProgramInfoLog(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLsizei bufSize, const GLsizei *length, const GLchar *infoLog); bool ValidateGetProgramiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, GLenum pname, const GLint *params); bool ValidateGetRenderbufferParameteriv(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum pname, const GLint *params); bool ValidateGetShaderInfoLog(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked, GLsizei bufSize, const GLsizei *length, const GLchar *infoLog); bool ValidateGetShaderPrecisionFormat(const Context *context, angle::EntryPoint entryPoint, GLenum shadertype, GLenum precisiontype, const GLint *range, const GLint *precision); bool ValidateGetShaderSource(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked, GLsizei bufSize, const GLsizei *length, const GLchar *source); bool ValidateGetShaderiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked, GLenum pname, const GLint *params); bool ValidateGetString(const Context *context, angle::EntryPoint entryPoint, GLenum name); bool ValidateGetTexParameterfv(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLenum pname, const GLfloat *params); bool ValidateGetTexParameteriv(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLenum pname, const GLint *params); bool ValidateGetUniformLocation(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, const GLchar *name); bool ValidateGetUniformfv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, const GLfloat *params); bool ValidateGetUniformiv(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked, UniformLocation locationPacked, const GLint *params); bool ValidateGetVertexAttribPointerv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, void *const *pointer); bool ValidateGetVertexAttribfv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, const GLfloat *params); bool ValidateGetVertexAttribiv(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLenum pname, const GLint *params); bool ValidateHint(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum mode); bool ValidateIsBuffer(const Context *context, angle::EntryPoint entryPoint, BufferID bufferPacked); bool ValidateIsEnabled(const Context *context, angle::EntryPoint entryPoint, GLenum cap); bool ValidateIsFramebuffer(const Context *context, angle::EntryPoint entryPoint, FramebufferID framebufferPacked); bool ValidateIsProgram(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked); bool ValidateIsRenderbuffer(const Context *context, angle::EntryPoint entryPoint, RenderbufferID renderbufferPacked); bool ValidateIsShader(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked); bool ValidateIsTexture(const Context *context, angle::EntryPoint entryPoint, TextureID texturePacked); bool ValidateLineWidth(const Context *context, angle::EntryPoint entryPoint, GLfloat width); bool ValidateLinkProgram(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked); bool ValidatePixelStorei(const Context *context, angle::EntryPoint entryPoint, GLenum pname, GLint param); bool ValidatePolygonOffset(const Context *context, angle::EntryPoint entryPoint, GLfloat factor, GLfloat units); bool ValidateReadPixels(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); bool ValidateReleaseShaderCompiler(const Context *context, angle::EntryPoint entryPoint); bool ValidateRenderbufferStorage(const Context *context, angle::EntryPoint entryPoint, GLenum target, GLenum internalformat, GLsizei width, GLsizei height); bool ValidateSampleCoverage(const Context *context, angle::EntryPoint entryPoint, GLfloat value, GLboolean invert); bool ValidateScissor(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLsizei width, GLsizei height); bool ValidateShaderBinary(const Context *context, angle::EntryPoint entryPoint, GLsizei count, const ShaderProgramID *shadersPacked, GLenum binaryFormat, const void *binary, GLsizei length); bool ValidateShaderSource(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID shaderPacked, GLsizei count, const GLchar *const *string, const GLint *length); bool ValidateStencilFunc(const Context *context, angle::EntryPoint entryPoint, GLenum func, GLint ref, GLuint mask); bool ValidateStencilFuncSeparate(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum func, GLint ref, GLuint mask); bool ValidateStencilMask(const Context *context, angle::EntryPoint entryPoint, GLuint mask); bool ValidateStencilMaskSeparate(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLuint mask); bool ValidateStencilOp(const Context *context, angle::EntryPoint entryPoint, GLenum fail, GLenum zfail, GLenum zpass); bool ValidateStencilOpSeparate(const Context *context, angle::EntryPoint entryPoint, GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); bool ValidateTexImage2D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); bool ValidateTexParameterf(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLenum pname, GLfloat param); bool ValidateTexParameterfv(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLenum pname, const GLfloat *params); bool ValidateTexParameteri(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLenum pname, GLint param); bool ValidateTexParameteriv(const Context *context, angle::EntryPoint entryPoint, TextureType targetPacked, GLenum pname, const GLint *params); bool ValidateTexSubImage2D(const Context *context, angle::EntryPoint entryPoint, TextureTarget targetPacked, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); bool ValidateUniform1f(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLfloat v0); bool ValidateUniform1fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateUniform1i(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLint v0); bool ValidateUniform1iv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateUniform2f(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLfloat v0, GLfloat v1); bool ValidateUniform2fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateUniform2i(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLint v0, GLint v1); bool ValidateUniform2iv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateUniform3f(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2); bool ValidateUniform3fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateUniform3i(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLint v0, GLint v1, GLint v2); bool ValidateUniform3iv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateUniform4f(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); bool ValidateUniform4fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLfloat *value); bool ValidateUniform4i(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLint v0, GLint v1, GLint v2, GLint v3); bool ValidateUniform4iv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, const GLint *value); bool ValidateUniformMatrix2fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix3fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUniformMatrix4fv(const Context *context, angle::EntryPoint entryPoint, UniformLocation locationPacked, GLsizei count, GLboolean transpose, const GLfloat *value); bool ValidateUseProgram(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked); bool ValidateValidateProgram(const Context *context, angle::EntryPoint entryPoint, ShaderProgramID programPacked); bool ValidateVertexAttrib1f(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLfloat x); bool ValidateVertexAttrib1fv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLfloat *v); bool ValidateVertexAttrib2f(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLfloat x, GLfloat y); bool ValidateVertexAttrib2fv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLfloat *v); bool ValidateVertexAttrib3f(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLfloat x, GLfloat y, GLfloat z); bool ValidateVertexAttrib3fv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLfloat *v); bool ValidateVertexAttrib4f(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); bool ValidateVertexAttrib4fv(const Context *context, angle::EntryPoint entryPoint, GLuint index, const GLfloat *v); bool ValidateVertexAttribPointer(const Context *context, angle::EntryPoint entryPoint, GLuint index, GLint size, VertexAttribType typePacked, GLboolean normalized, GLsizei stride, const void *pointer); bool ValidateViewport(const Context *context, angle::EntryPoint entryPoint, GLint x, GLint y, GLsizei width, GLsizei height); } // namespace gl #endif // LIBANGLE_VALIDATION_ES2_AUTOGEN_H_